// File:src/Three.js

/**
 * @author mrdoob / http://mrdoob.com/
 */

 var THREE = { REVISION: '73' };

 //
 
 if ( typeof define === 'function' && define.amd ) {
 
		 define( 'three', THREE );
 
 } else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) {
 
		 module.exports = THREE;
 
 }
 
 
 // polyfills
 
 if ( self.requestAnimationFrame === undefined || self.cancelAnimationFrame === undefined ) {
 
	 // Missing in Android stock browser.
 
	 ( function () {
 
		 var lastTime = 0;
		 var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
 
		 for ( var x = 0; x < vendors.length && ! self.requestAnimationFrame; ++ x ) {
 
			 self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
			 self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
 
		 }
 
		 if ( self.requestAnimationFrame === undefined && self.setTimeout !== undefined ) {
 
			 self.requestAnimationFrame = function ( callback ) {
 
				 var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
				 var id = self.setTimeout( function () {
 
					 callback( currTime + timeToCall );
 
				 }, timeToCall );
				 lastTime = currTime + timeToCall;
				 return id;
 
			 };
 
		 }
 
		 if ( self.cancelAnimationFrame === undefined && self.clearTimeout !== undefined ) {
 
			 self.cancelAnimationFrame = function ( id ) {
 
				 self.clearTimeout( id );
 
			 };
 
		 }
 
	 } )();
 
 }
 
 //
 
 if ( self.performance === undefined ) {
 
	 self.performance = {};
 
 }
 
 if ( self.performance.now === undefined ) {
 
	 ( function () {
 
		 var start = Date.now();
 
		 self.performance.now = function () {
 
			 return Date.now() - start;
 
		 }
 
	 } )();
 
 }
 
 //
 
 if ( Number.EPSILON === undefined ) {
 
	 Number.EPSILON = Math.pow( 2, -52 );
 
 }
 
 //
 
 if ( Math.sign === undefined ) {
 
	 // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
 
	 Math.sign = function ( x ) {
 
		 return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
 
	 };
 
 }
 
 if ( Function.prototype.name === undefined && Object.defineProperty !== undefined ) {
 
	 // Missing in IE9-11.
	 // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
 
	 Object.defineProperty( Function.prototype, 'name', {
 
		 get: function () {
 
			 return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ];
 
		 }
 
	 } );
 
 }
 
 // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
 
 THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
 
 // GL STATE CONSTANTS
 
 THREE.CullFaceNone = 0;
 THREE.CullFaceBack = 1;
 THREE.CullFaceFront = 2;
 THREE.CullFaceFrontBack = 3;
 
 THREE.FrontFaceDirectionCW = 0;
 THREE.FrontFaceDirectionCCW = 1;
 
 // SHADOWING TYPES
 
 THREE.BasicShadowMap = 0;
 THREE.PCFShadowMap = 1;
 THREE.PCFSoftShadowMap = 2;
 
 // MATERIAL CONSTANTS
 
 // side
 
 THREE.FrontSide = 0;
 THREE.BackSide = 1;
 THREE.DoubleSide = 2;
 
 // shading
 
 THREE.FlatShading = 1;
 THREE.SmoothShading = 2;
 
 // colors
 
 THREE.NoColors = 0;
 THREE.FaceColors = 1;
 THREE.VertexColors = 2;
 
 // blending modes
 
 THREE.NoBlending = 0;
 THREE.NormalBlending = 1;
 THREE.AdditiveBlending = 2;
 THREE.SubtractiveBlending = 3;
 THREE.MultiplyBlending = 4;
 THREE.CustomBlending = 5;
 
 // custom blending equations
 // (numbers start from 100 not to clash with other
 // mappings to OpenGL constants defined in Texture.js)
 
 THREE.AddEquation = 100;
 THREE.SubtractEquation = 101;
 THREE.ReverseSubtractEquation = 102;
 THREE.MinEquation = 103;
 THREE.MaxEquation = 104;
 
 // custom blending destination factors
 
 THREE.ZeroFactor = 200;
 THREE.OneFactor = 201;
 THREE.SrcColorFactor = 202;
 THREE.OneMinusSrcColorFactor = 203;
 THREE.SrcAlphaFactor = 204;
 THREE.OneMinusSrcAlphaFactor = 205;
 THREE.DstAlphaFactor = 206;
 THREE.OneMinusDstAlphaFactor = 207;
 
 // custom blending source factors
 
 //THREE.ZeroFactor = 200;
 //THREE.OneFactor = 201;
 //THREE.SrcAlphaFactor = 204;
 //THREE.OneMinusSrcAlphaFactor = 205;
 //THREE.DstAlphaFactor = 206;
 //THREE.OneMinusDstAlphaFactor = 207;
 THREE.DstColorFactor = 208;
 THREE.OneMinusDstColorFactor = 209;
 THREE.SrcAlphaSaturateFactor = 210;
 
 // depth modes
 
 THREE.NeverDepth = 0;
 THREE.AlwaysDepth = 1;
 THREE.LessDepth = 2;
 THREE.LessEqualDepth = 3;
 THREE.EqualDepth = 4;
 THREE.GreaterEqualDepth = 5;
 THREE.GreaterDepth = 6;
 THREE.NotEqualDepth = 7;
 
 
 // TEXTURE CONSTANTS
 
 THREE.MultiplyOperation = 0;
 THREE.MixOperation = 1;
 THREE.AddOperation = 2;
 
 // Mapping modes
 
 THREE.UVMapping = 300;
 
 THREE.CubeReflectionMapping = 301;
 THREE.CubeRefractionMapping = 302;
 
 THREE.EquirectangularReflectionMapping = 303;
 THREE.EquirectangularRefractionMapping = 304;
 
 THREE.SphericalReflectionMapping = 305;
 
 // Wrapping modes
 
 THREE.RepeatWrapping = 1000;
 THREE.ClampToEdgeWrapping = 1001;
 THREE.MirroredRepeatWrapping = 1002;
 
 // Filters
 
 THREE.NearestFilter = 1003;
 THREE.NearestMipMapNearestFilter = 1004;
 THREE.NearestMipMapLinearFilter = 1005;
 THREE.LinearFilter = 1006;
 THREE.LinearMipMapNearestFilter = 1007;
 THREE.LinearMipMapLinearFilter = 1008;
 
 // Data types
 
 THREE.UnsignedByteType = 1009;
 THREE.ByteType = 1010;
 THREE.ShortType = 1011;
 THREE.UnsignedShortType = 1012;
 THREE.IntType = 1013;
 THREE.UnsignedIntType = 1014;
 THREE.FloatType = 1015;
 THREE.HalfFloatType = 1025;
 
 // Pixel types
 
 //THREE.UnsignedByteType = 1009;
 THREE.UnsignedShort4444Type = 1016;
 THREE.UnsignedShort5551Type = 1017;
 THREE.UnsignedShort565Type = 1018;
 
 // Pixel formats
 
 THREE.AlphaFormat = 1019;
 THREE.RGBFormat = 1020;
 THREE.RGBAFormat = 1021;
 THREE.LuminanceFormat = 1022;
 THREE.LuminanceAlphaFormat = 1023;
 // THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
 THREE.RGBEFormat = THREE.RGBAFormat; //1024;
 
 // DDS / ST3C Compressed texture formats
 
 THREE.RGB_S3TC_DXT1_Format = 2001;
 THREE.RGBA_S3TC_DXT1_Format = 2002;
 THREE.RGBA_S3TC_DXT3_Format = 2003;
 THREE.RGBA_S3TC_DXT5_Format = 2004;
 
 
 // PVRTC compressed texture formats
 
 THREE.RGB_PVRTC_4BPPV1_Format = 2100;
 THREE.RGB_PVRTC_2BPPV1_Format = 2101;
 THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
 THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
 
 // Loop styles for AnimationAction
 
 THREE.LoopOnce = 2200;
 THREE.LoopRepeat = 2201;
 THREE.LoopPingPong = 2202;
 
 // DEPRECATED
 
 THREE.Projector = function () {
 
	 console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
 
	 this.projectVector = function ( vector, camera ) {
 
		 console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
		 vector.project( camera );
 
	 };
 
	 this.unprojectVector = function ( vector, camera ) {
 
		 console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
		 vector.unproject( camera );
 
	 };
 
	 this.pickingRay = function ( vector, camera ) {
 
		 console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
 
	 };
 
 };
 
 THREE.CanvasRenderer = function () {
 
	 console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
 
	 this.domElement = document.createElement( 'canvas' );
	 this.clear = function () {};
	 this.render = function () {};
	 this.setClearColor = function () {};
	 this.setSize = function () {};
 
 };
 
 // File:src/math/Color.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Color = function ( color ) {
 
	 if ( arguments.length === 3 ) {
 
		 return this.fromArray( arguments );
 
	 }
 
	 return this.set( color );
 
 };
 
 THREE.Color.prototype = {
 
	 constructor: THREE.Color,
 
	 r: 1, g: 1, b: 1,
 
	 set: function ( value ) {
 
		 if ( value instanceof THREE.Color ) {
 
			 this.copy( value );
 
		 } else if ( typeof value === 'number' ) {
 
			 this.setHex( value );
 
		 } else if ( typeof value === 'string' ) {
 
			 this.setStyle( value );
 
		 }
 
		 return this;
 
	 },
 
	 setHex: function ( hex ) {
 
		 hex = Math.floor( hex );
 
		 this.r = ( hex >> 16 & 255 ) / 255;
		 this.g = ( hex >> 8 & 255 ) / 255;
		 this.b = ( hex & 255 ) / 255;
 
		 return this;
 
	 },
 
	 setRGB: function ( r, g, b ) {
 
		 this.r = r;
		 this.g = g;
		 this.b = b;
 
		 return this;
 
	 },
 
	 setHSL: function () {
 
		 function hue2rgb( p, q, t ) {
 
			 if ( t < 0 ) t += 1;
			 if ( t > 1 ) t -= 1;
			 if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
			 if ( t < 1 / 2 ) return q;
			 if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
			 return p;
 
		 }
 
		 return function ( h, s, l ) {
 
			 // h,s,l ranges are in 0.0 - 1.0
			 h = THREE.Math.euclideanModulo( h, 1 );
			 s = THREE.Math.clamp( s, 0, 1 );
			 l = THREE.Math.clamp( l, 0, 1 );
 
			 if ( s === 0 ) {
 
				 this.r = this.g = this.b = l;
 
			 } else {
 
				 var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
				 var q = ( 2 * l ) - p;
 
				 this.r = hue2rgb( q, p, h + 1 / 3 );
				 this.g = hue2rgb( q, p, h );
				 this.b = hue2rgb( q, p, h - 1 / 3 );
 
			 }
 
			 return this;
 
		 };
 
	 }(),
 
	 setStyle: function ( style ) {
 
		 function handleAlpha( string ) {
 
			 if ( string === undefined ) return;
 
			 if ( parseFloat( string ) < 1 ) {
 
				 console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
 
			 }
 
		 }
 
 
		 var m;
 
		 if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
 
			 // rgb / hsl
 
			 var color;
			 var name = m[ 1 ];
			 var components = m[ 2 ];
 
			 switch ( name ) {
 
				 case 'rgb':
				 case 'rgba':
 
					 if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
 
						 // rgb(255,0,0) rgba(255,0,0,0.5)
						 this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
						 this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
						 this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
 
						 handleAlpha( color[ 5 ] );
 
						 return this;
 
					 }
 
					 if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
 
						 // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
						 this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
						 this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
						 this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
 
						 handleAlpha( color[ 5 ] );
 
						 return this;
 
					 }
 
					 break;
 
				 case 'hsl':
				 case 'hsla':
 
					 if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
 
						 // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
						 var h = parseFloat( color[ 1 ] ) / 360;
						 var s = parseInt( color[ 2 ], 10 ) / 100;
						 var l = parseInt( color[ 3 ], 10 ) / 100;
 
						 handleAlpha( color[ 5 ] );
 
						 return this.setHSL( h, s, l );
 
					 }
 
					 break;
 
			 }
 
		 } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
 
			 // hex color
 
			 var hex = m[ 1 ];
			 var size = hex.length;
 
			 if ( size === 3 ) {
 
				 // #ff0
				 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
				 this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
				 this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
 
				 return this;
 
			 } else if ( size === 6 ) {
 
				 // #ff0000
				 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
				 this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
				 this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
 
				 return this;
 
			 }
 
		 }
 
		 if ( style && style.length > 0 ) {
 
			 // color keywords
			 var hex = THREE.ColorKeywords[ style ];
 
			 if ( hex !== undefined ) {
 
				 // red
				 this.setHex( hex );
 
			 } else {
 
				 // unknown color
				 console.warn( 'THREE.Color: Unknown color ' + style );
 
			 }
 
		 }
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor( this.r, this.g, this.b );
 
	 },
 
	 copy: function ( color ) {
 
		 this.r = color.r;
		 this.g = color.g;
		 this.b = color.b;
 
		 return this;
 
	 },
 
	 copyGammaToLinear: function ( color, gammaFactor ) {
 
		 if ( gammaFactor === undefined ) gammaFactor = 2.0;
 
		 this.r = Math.pow( color.r, gammaFactor );
		 this.g = Math.pow( color.g, gammaFactor );
		 this.b = Math.pow( color.b, gammaFactor );
 
		 return this;
 
	 },
 
	 copyLinearToGamma: function ( color, gammaFactor ) {
 
		 if ( gammaFactor === undefined ) gammaFactor = 2.0;
 
		 var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
 
		 this.r = Math.pow( color.r, safeInverse );
		 this.g = Math.pow( color.g, safeInverse );
		 this.b = Math.pow( color.b, safeInverse );
 
		 return this;
 
	 },
 
	 convertGammaToLinear: function () {
 
		 var r = this.r, g = this.g, b = this.b;
 
		 this.r = r * r;
		 this.g = g * g;
		 this.b = b * b;
 
		 return this;
 
	 },
 
	 convertLinearToGamma: function () {
 
		 this.r = Math.sqrt( this.r );
		 this.g = Math.sqrt( this.g );
		 this.b = Math.sqrt( this.b );
 
		 return this;
 
	 },
 
	 getHex: function () {
 
		 return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
 
	 },
 
	 getHexString: function () {
 
		 return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
 
	 },
 
	 getHSL: function ( optionalTarget ) {
 
		 // h,s,l ranges are in 0.0 - 1.0
 
		 var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
 
		 var r = this.r, g = this.g, b = this.b;
 
		 var max = Math.max( r, g, b );
		 var min = Math.min( r, g, b );
 
		 var hue, saturation;
		 var lightness = ( min + max ) / 2.0;
 
		 if ( min === max ) {
 
			 hue = 0;
			 saturation = 0;
 
		 } else {
 
			 var delta = max - min;
 
			 saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
 
			 switch ( max ) {
 
				 case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
				 case g: hue = ( b - r ) / delta + 2; break;
				 case b: hue = ( r - g ) / delta + 4; break;
 
			 }
 
			 hue /= 6;
 
		 }
 
		 hsl.h = hue;
		 hsl.s = saturation;
		 hsl.l = lightness;
 
		 return hsl;
 
	 },
 
	 getStyle: function () {
 
		 return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
 
	 },
 
	 offsetHSL: function ( h, s, l ) {
 
		 var hsl = this.getHSL();
 
		 hsl.h += h; hsl.s += s; hsl.l += l;
 
		 this.setHSL( hsl.h, hsl.s, hsl.l );
 
		 return this;
 
	 },
 
	 add: function ( color ) {
 
		 this.r += color.r;
		 this.g += color.g;
		 this.b += color.b;
 
		 return this;
 
	 },
 
	 addColors: function ( color1, color2 ) {
 
		 this.r = color1.r + color2.r;
		 this.g = color1.g + color2.g;
		 this.b = color1.b + color2.b;
 
		 return this;
 
	 },
 
	 addScalar: function ( s ) {
 
		 this.r += s;
		 this.g += s;
		 this.b += s;
 
		 return this;
 
	 },
 
	 multiply: function ( color ) {
 
		 this.r *= color.r;
		 this.g *= color.g;
		 this.b *= color.b;
 
		 return this;
 
	 },
 
	 multiplyScalar: function ( s ) {
 
		 this.r *= s;
		 this.g *= s;
		 this.b *= s;
 
		 return this;
 
	 },
 
	 lerp: function ( color, alpha ) {
 
		 this.r += ( color.r - this.r ) * alpha;
		 this.g += ( color.g - this.g ) * alpha;
		 this.b += ( color.b - this.b ) * alpha;
 
		 return this;
 
	 },
 
	 equals: function ( c ) {
 
		 return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
 
	 },
 
	 fromArray: function ( array, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 this.r = array[ offset ];
		 this.g = array[ offset + 1 ];
		 this.b = array[ offset + 2 ];
 
		 return this;
 
	 },
 
	 toArray: function ( array, offset ) {
 
		 if ( array === undefined ) array = [];
		 if ( offset === undefined ) offset = 0;
 
		 array[ offset ] = this.r;
		 array[ offset + 1 ] = this.g;
		 array[ offset + 2 ] = this.b;
 
		 return array;
 
	 }
 
 };
 
 THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
 
 // File:src/math/Quaternion.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	* @author WestLangley / http://github.com/WestLangley
	* @author bhouston / http://clara.io
	*/
 
 THREE.Quaternion = function ( x, y, z, w ) {
 
	 this._x = x || 0;
	 this._y = y || 0;
	 this._z = z || 0;
	 this._w = ( w !== undefined ) ? w : 1;
 
 };
 
 THREE.Quaternion.prototype = {
 
	 constructor: THREE.Quaternion,
 
	 get x () {
 
		 return this._x;
 
	 },
 
	 set x ( value ) {
 
		 this._x = value;
		 this.onChangeCallback();
 
	 },
 
	 get y () {
 
		 return this._y;
 
	 },
 
	 set y ( value ) {
 
		 this._y = value;
		 this.onChangeCallback();
 
	 },
 
	 get z () {
 
		 return this._z;
 
	 },
 
	 set z ( value ) {
 
		 this._z = value;
		 this.onChangeCallback();
 
	 },
 
	 get w () {
 
		 return this._w;
 
	 },
 
	 set w ( value ) {
 
		 this._w = value;
		 this.onChangeCallback();
 
	 },
 
	 set: function ( x, y, z, w ) {
 
		 this._x = x;
		 this._y = y;
		 this._z = z;
		 this._w = w;
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor( this._x, this._y, this._z, this._w );
 
	 },
 
	 copy: function ( quaternion ) {
 
		 this._x = quaternion.x;
		 this._y = quaternion.y;
		 this._z = quaternion.z;
		 this._w = quaternion.w;
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 setFromEuler: function ( euler, update ) {
 
		 if ( euler instanceof THREE.Euler === false ) {
 
			 throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
 
		 }
 
		 // http://www.mathworks.com/matlabcentral/fileexchange/
		 // 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
		 //	content/SpinCalc.m
 
		 var c1 = Math.cos( euler._x / 2 );
		 var c2 = Math.cos( euler._y / 2 );
		 var c3 = Math.cos( euler._z / 2 );
		 var s1 = Math.sin( euler._x / 2 );
		 var s2 = Math.sin( euler._y / 2 );
		 var s3 = Math.sin( euler._z / 2 );
 
		 var order = euler.order;
 
		 if ( order === 'XYZ' ) {
 
			 this._x = s1 * c2 * c3 + c1 * s2 * s3;
			 this._y = c1 * s2 * c3 - s1 * c2 * s3;
			 this._z = c1 * c2 * s3 + s1 * s2 * c3;
			 this._w = c1 * c2 * c3 - s1 * s2 * s3;
 
		 } else if ( order === 'YXZ' ) {
 
			 this._x = s1 * c2 * c3 + c1 * s2 * s3;
			 this._y = c1 * s2 * c3 - s1 * c2 * s3;
			 this._z = c1 * c2 * s3 - s1 * s2 * c3;
			 this._w = c1 * c2 * c3 + s1 * s2 * s3;
 
		 } else if ( order === 'ZXY' ) {
 
			 this._x = s1 * c2 * c3 - c1 * s2 * s3;
			 this._y = c1 * s2 * c3 + s1 * c2 * s3;
			 this._z = c1 * c2 * s3 + s1 * s2 * c3;
			 this._w = c1 * c2 * c3 - s1 * s2 * s3;
 
		 } else if ( order === 'ZYX' ) {
 
			 this._x = s1 * c2 * c3 - c1 * s2 * s3;
			 this._y = c1 * s2 * c3 + s1 * c2 * s3;
			 this._z = c1 * c2 * s3 - s1 * s2 * c3;
			 this._w = c1 * c2 * c3 + s1 * s2 * s3;
 
		 } else if ( order === 'YZX' ) {
 
			 this._x = s1 * c2 * c3 + c1 * s2 * s3;
			 this._y = c1 * s2 * c3 + s1 * c2 * s3;
			 this._z = c1 * c2 * s3 - s1 * s2 * c3;
			 this._w = c1 * c2 * c3 - s1 * s2 * s3;
 
		 } else if ( order === 'XZY' ) {
 
			 this._x = s1 * c2 * c3 - c1 * s2 * s3;
			 this._y = c1 * s2 * c3 - s1 * c2 * s3;
			 this._z = c1 * c2 * s3 + s1 * s2 * c3;
			 this._w = c1 * c2 * c3 + s1 * s2 * s3;
 
		 }
 
		 if ( update !== false ) this.onChangeCallback();
 
		 return this;
 
	 },
 
	 setFromAxisAngle: function ( axis, angle ) {
 
		 // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
 
		 // assumes axis is normalized
 
		 var halfAngle = angle / 2, s = Math.sin( halfAngle );
 
		 this._x = axis.x * s;
		 this._y = axis.y * s;
		 this._z = axis.z * s;
		 this._w = Math.cos( halfAngle );
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 setFromRotationMatrix: function ( m ) {
 
		 // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
 
		 // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
		 var te = m.elements,
 
			 m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
			 m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
			 m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
 
			 trace = m11 + m22 + m33,
			 s;
 
		 if ( trace > 0 ) {
 
			 s = 0.5 / Math.sqrt( trace + 1.0 );
 
			 this._w = 0.25 / s;
			 this._x = ( m32 - m23 ) * s;
			 this._y = ( m13 - m31 ) * s;
			 this._z = ( m21 - m12 ) * s;
 
		 } else if ( m11 > m22 && m11 > m33 ) {
 
			 s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
 
			 this._w = ( m32 - m23 ) / s;
			 this._x = 0.25 * s;
			 this._y = ( m12 + m21 ) / s;
			 this._z = ( m13 + m31 ) / s;
 
		 } else if ( m22 > m33 ) {
 
			 s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
 
			 this._w = ( m13 - m31 ) / s;
			 this._x = ( m12 + m21 ) / s;
			 this._y = 0.25 * s;
			 this._z = ( m23 + m32 ) / s;
 
		 } else {
 
			 s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
 
			 this._w = ( m21 - m12 ) / s;
			 this._x = ( m13 + m31 ) / s;
			 this._y = ( m23 + m32 ) / s;
			 this._z = 0.25 * s;
 
		 }
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 setFromUnitVectors: function () {
 
		 // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
 
		 // assumes direction vectors vFrom and vTo are normalized
 
		 var v1, r;
 
		 var EPS = 0.000001;
 
		 return function ( vFrom, vTo ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
 
			 r = vFrom.dot( vTo ) + 1;
 
			 if ( r < EPS ) {
 
				 r = 0;
 
				 if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
 
					 v1.set( - vFrom.y, vFrom.x, 0 );
 
				 } else {
 
					 v1.set( 0, - vFrom.z, vFrom.y );
 
				 }
 
			 } else {
 
				 v1.crossVectors( vFrom, vTo );
 
			 }
 
			 this._x = v1.x;
			 this._y = v1.y;
			 this._z = v1.z;
			 this._w = r;
 
			 this.normalize();
 
			 return this;
 
		 }
 
	 }(),
 
	 inverse: function () {
 
		 this.conjugate().normalize();
 
		 return this;
 
	 },
 
	 conjugate: function () {
 
		 this._x *= - 1;
		 this._y *= - 1;
		 this._z *= - 1;
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 dot: function ( v ) {
 
		 return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
 
	 },
 
	 lengthSq: function () {
 
		 return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
 
	 },
 
	 length: function () {
 
		 return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
 
	 },
 
	 normalize: function () {
 
		 var l = this.length();
 
		 if ( l === 0 ) {
 
			 this._x = 0;
			 this._y = 0;
			 this._z = 0;
			 this._w = 1;
 
		 } else {
 
			 l = 1 / l;
 
			 this._x = this._x * l;
			 this._y = this._y * l;
			 this._z = this._z * l;
			 this._w = this._w * l;
 
		 }
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 multiply: function ( q, p ) {
 
		 if ( p !== undefined ) {
 
			 console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
			 return this.multiplyQuaternions( q, p );
 
		 }
 
		 return this.multiplyQuaternions( this, q );
 
	 },
 
	 multiplyQuaternions: function ( a, b ) {
 
		 // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
 
		 var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
		 var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
 
		 this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
		 this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
		 this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
		 this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 multiplyVector3: function ( vector ) {
 
		 console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
		 return vector.applyQuaternion( this );
 
	 },
 
	 slerp: function ( qb, t ) {
 
		 if ( t === 0 ) return this;
		 if ( t === 1 ) return this.copy( qb );
 
		 var x = this._x, y = this._y, z = this._z, w = this._w;
 
		 // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
 
		 var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
 
		 if ( cosHalfTheta < 0 ) {
 
			 this._w = - qb._w;
			 this._x = - qb._x;
			 this._y = - qb._y;
			 this._z = - qb._z;
 
			 cosHalfTheta = - cosHalfTheta;
 
		 } else {
 
			 this.copy( qb );
 
		 }
 
		 if ( cosHalfTheta >= 1.0 ) {
 
			 this._w = w;
			 this._x = x;
			 this._y = y;
			 this._z = z;
 
			 return this;
 
		 }
 
		 var halfTheta = Math.acos( cosHalfTheta );
		 var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
 
		 if ( Math.abs( sinHalfTheta ) < 0.001 ) {
 
			 this._w = 0.5 * ( w + this._w );
			 this._x = 0.5 * ( x + this._x );
			 this._y = 0.5 * ( y + this._y );
			 this._z = 0.5 * ( z + this._z );
 
			 return this;
 
		 }
 
		 var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
		 ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
 
		 this._w = ( w * ratioA + this._w * ratioB );
		 this._x = ( x * ratioA + this._x * ratioB );
		 this._y = ( y * ratioA + this._y * ratioB );
		 this._z = ( z * ratioA + this._z * ratioB );
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 equals: function ( quaternion ) {
 
		 return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
 
	 },
 
	 fromArray: function ( array, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 this._x = array[ offset ];
		 this._y = array[ offset + 1 ];
		 this._z = array[ offset + 2 ];
		 this._w = array[ offset + 3 ];
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 toArray: function ( array, offset ) {
 
		 if ( array === undefined ) array = [];
		 if ( offset === undefined ) offset = 0;
 
		 array[ offset ] = this._x;
		 array[ offset + 1 ] = this._y;
		 array[ offset + 2 ] = this._z;
		 array[ offset + 3 ] = this._w;
 
		 return array;
 
	 },
 
	 onChange: function ( callback ) {
 
		 this.onChangeCallback = callback;
 
		 return this;
 
	 },
 
	 onChangeCallback: function () {}
 
 };
 
 THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
 
	 return qm.copy( qa ).slerp( qb, t );
 
 };
 
 // File:src/math/Vector2.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author philogb / http://blog.thejit.org/
	* @author egraether / http://egraether.com/
	* @author zz85 / http://www.lab4games.net/zz85/blog
	*/
 
 THREE.Vector2 = function ( x, y ) {
 
	 this.x = x || 0;
	 this.y = y || 0;
 
 };
 
 THREE.Vector2.prototype = {
 
	 constructor: THREE.Vector2,
 
	 get width() { return this.x },
	 set width( value ) { this.x = value },
 
	 get height() { return this.y },
	 set height( value ) { this.y = value },
 
	 //
 
	 set: function ( x, y ) {
 
		 this.x = x;
		 this.y = y;
 
		 return this;
 
	 },
 
	 setX: function ( x ) {
 
		 this.x = x;
 
		 return this;
 
	 },
 
	 setY: function ( y ) {
 
		 this.y = y;
 
		 return this;
 
	 },
 
	 setComponent: function ( index, value ) {
 
		 switch ( index ) {
 
			 case 0: this.x = value; break;
			 case 1: this.y = value; break;
			 default: throw new Error( 'index is out of range: ' + index );
 
		 }
 
	 },
 
	 getComponent: function ( index ) {
 
		 switch ( index ) {
 
			 case 0: return this.x;
			 case 1: return this.y;
			 default: throw new Error( 'index is out of range: ' + index );
 
		 }
 
	 },
 
	 clone: function () {
 
		 return new this.constructor( this.x, this.y );
 
	 },
 
	 copy: function ( v ) {
 
		 this.x = v.x;
		 this.y = v.y;
 
		 return this;
 
	 },
 
	 add: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			 return this.addVectors( v, w );
 
		 }
 
		 this.x += v.x;
		 this.y += v.y;
 
		 return this;
 
	 },
 
	 addScalar: function ( s ) {
 
		 this.x += s;
		 this.y += s;
 
		 return this;
 
	 },
 
	 addVectors: function ( a, b ) {
 
		 this.x = a.x + b.x;
		 this.y = a.y + b.y;
 
		 return this;
 
	 },
 
	 addScaledVector: function ( v, s ) {
 
		 this.x += v.x * s;
		 this.y += v.y * s;
 
		 return this;
 
	 },
 
	 sub: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			 return this.subVectors( v, w );
 
		 }
 
		 this.x -= v.x;
		 this.y -= v.y;
 
		 return this;
 
	 },
 
	 subScalar: function ( s ) {
 
		 this.x -= s;
		 this.y -= s;
 
		 return this;
 
	 },
 
	 subVectors: function ( a, b ) {
 
		 this.x = a.x - b.x;
		 this.y = a.y - b.y;
 
		 return this;
 
	 },
 
	 multiply: function ( v ) {
 
		 this.x *= v.x;
		 this.y *= v.y;
 
		 return this;
 
	 },
 
	 multiplyScalar: function ( scalar ) {
 
		 if ( isFinite( scalar ) ) {
			 this.x *= scalar;
			 this.y *= scalar;
		 } else {
			 this.x = 0;
			 this.y = 0;
		 }
 
		 return this;
 
	 },
 
	 divide: function ( v ) {
 
		 this.x /= v.x;
		 this.y /= v.y;
 
		 return this;
 
	 },
 
	 divideScalar: function ( scalar ) {
 
		 return this.multiplyScalar( 1 / scalar );
 
	 },
 
	 min: function ( v ) {
 
		 this.x = Math.min( this.x, v.x );
		 this.y = Math.min( this.y, v.y );
 
		 return this;
 
	 },
 
	 max: function ( v ) {
 
		 this.x = Math.max( this.x, v.x );
		 this.y = Math.max( this.y, v.y );
 
		 return this;
 
	 },
 
	 clamp: function ( min, max ) {
 
		 // This function assumes min < max, if this assumption isn't true it will not operate correctly
 
		 this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		 this.y = Math.max( min.y, Math.min( max.y, this.y ) );
 
		 return this;
 
	 },
 
	 clampScalar: function () {
 
		 var min, max;
 
		 return function clampScalar( minVal, maxVal ) {
 
			 if ( min === undefined ) {
 
				 min = new THREE.Vector2();
				 max = new THREE.Vector2();
 
			 }
 
			 min.set( minVal, minVal );
			 max.set( maxVal, maxVal );
 
			 return this.clamp( min, max );
 
		 };
 
	 }(),
 
	 clampLength: function ( min, max ) {
 
		 var length = this.length();
 
		 this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
 
		 return this;
 
	 },
 
	 floor: function () {
 
		 this.x = Math.floor( this.x );
		 this.y = Math.floor( this.y );
 
		 return this;
 
	 },
 
	 ceil: function () {
 
		 this.x = Math.ceil( this.x );
		 this.y = Math.ceil( this.y );
 
		 return this;
 
	 },
 
	 round: function () {
 
		 this.x = Math.round( this.x );
		 this.y = Math.round( this.y );
 
		 return this;
 
	 },
 
	 roundToZero: function () {
 
		 this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		 this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
 
		 return this;
 
	 },
 
	 negate: function () {
 
		 this.x = - this.x;
		 this.y = - this.y;
 
		 return this;
 
	 },
 
	 dot: function ( v ) {
 
		 return this.x * v.x + this.y * v.y;
 
	 },
 
	 lengthSq: function () {
 
		 return this.x * this.x + this.y * this.y;
 
	 },
 
	 length: function () {
 
		 return Math.sqrt( this.x * this.x + this.y * this.y );
 
	 },
 
	 lengthManhattan: function() {
 
		 return Math.abs( this.x ) + Math.abs( this.y );
 
	 },
 
	 normalize: function () {
 
		 return this.divideScalar( this.length() );
 
	 },
 
	 distanceTo: function ( v ) {
 
		 return Math.sqrt( this.distanceToSquared( v ) );
 
	 },
 
	 distanceToSquared: function ( v ) {
 
		 var dx = this.x - v.x, dy = this.y - v.y;
		 return dx * dx + dy * dy;
 
	 },
 
	 setLength: function ( length ) {
 
		 return this.multiplyScalar( length / this.length() );
 
	 },
 
	 lerp: function ( v, alpha ) {
 
		 this.x += ( v.x - this.x ) * alpha;
		 this.y += ( v.y - this.y ) * alpha;
 
		 return this;
 
	 },
 
	 lerpVectors: function ( v1, v2, alpha ) {
 
		 this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
 
		 return this;
 
	 },
 
	 equals: function ( v ) {
 
		 return ( ( v.x === this.x ) && ( v.y === this.y ) );
 
	 },
 
	 fromArray: function ( array, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 this.x = array[ offset ];
		 this.y = array[ offset + 1 ];
 
		 return this;
 
	 },
 
	 toArray: function ( array, offset ) {
 
		 if ( array === undefined ) array = [];
		 if ( offset === undefined ) offset = 0;
 
		 array[ offset ] = this.x;
		 array[ offset + 1 ] = this.y;
 
		 return array;
 
	 },
 
	 fromAttribute: function ( attribute, index, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 index = index * attribute.itemSize + offset;
 
		 this.x = attribute.array[ index ];
		 this.y = attribute.array[ index + 1 ];
 
		 return this;
 
	 },
 
	 rotateAround: function ( center, angle ) {
 
		 var c = Math.cos( angle ), s = Math.sin( angle );
 
		 var x = this.x - center.x;
		 var y = this.y - center.y;
 
		 this.x = x * c - y * s + center.x;
		 this.y = x * s + y * c + center.y;
 
		 return this;
 
	 }
 
 };
 
 // File:src/math/Vector3.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author *kile / http://kile.stravaganza.org/
	* @author philogb / http://blog.thejit.org/
	* @author mikael emtinger / http://gomo.se/
	* @author egraether / http://egraether.com/
	* @author WestLangley / http://github.com/WestLangley
	*/
 
 THREE.Vector3 = function ( x, y, z ) {
 
	 this.x = x || 0;
	 this.y = y || 0;
	 this.z = z || 0;
 
 };
 
 THREE.Vector3.prototype = {
 
	 constructor: THREE.Vector3,
 
	 set: function ( x, y, z ) {
 
		 this.x = x;
		 this.y = y;
		 this.z = z;
 
		 return this;
 
	 },
 
	 setX: function ( x ) {
 
		 this.x = x;
 
		 return this;
 
	 },
 
	 setY: function ( y ) {
 
		 this.y = y;
 
		 return this;
 
	 },
 
	 setZ: function ( z ) {
 
		 this.z = z;
 
		 return this;
 
	 },
 
	 setComponent: function ( index, value ) {
 
		 switch ( index ) {
 
			 case 0: this.x = value; break;
			 case 1: this.y = value; break;
			 case 2: this.z = value; break;
			 default: throw new Error( 'index is out of range: ' + index );
 
		 }
 
	 },
 
	 getComponent: function ( index ) {
 
		 switch ( index ) {
 
			 case 0: return this.x;
			 case 1: return this.y;
			 case 2: return this.z;
			 default: throw new Error( 'index is out of range: ' + index );
 
		 }
 
	 },
 
	 clone: function () {
 
		 return new this.constructor( this.x, this.y, this.z );
 
	 },
 
	 copy: function ( v ) {
 
		 this.x = v.x;
		 this.y = v.y;
		 this.z = v.z;
 
		 return this;
 
	 },
 
	 add: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			 return this.addVectors( v, w );
 
		 }
 
		 this.x += v.x;
		 this.y += v.y;
		 this.z += v.z;
 
		 return this;
 
	 },
 
	 addScalar: function ( s ) {
 
		 this.x += s;
		 this.y += s;
		 this.z += s;
 
		 return this;
 
	 },
 
	 addVectors: function ( a, b ) {
 
		 this.x = a.x + b.x;
		 this.y = a.y + b.y;
		 this.z = a.z + b.z;
 
		 return this;
 
	 },
 
	 addScaledVector: function ( v, s ) {
 
		 this.x += v.x * s;
		 this.y += v.y * s;
		 this.z += v.z * s;
 
		 return this;
 
	 },
 
	 sub: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			 return this.subVectors( v, w );
 
		 }
 
		 this.x -= v.x;
		 this.y -= v.y;
		 this.z -= v.z;
 
		 return this;
 
	 },
 
	 subScalar: function ( s ) {
 
		 this.x -= s;
		 this.y -= s;
		 this.z -= s;
 
		 return this;
 
	 },
 
	 subVectors: function ( a, b ) {
 
		 this.x = a.x - b.x;
		 this.y = a.y - b.y;
		 this.z = a.z - b.z;
 
		 return this;
 
	 },
 
	 multiply: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
			 return this.multiplyVectors( v, w );
 
		 }
 
		 this.x *= v.x;
		 this.y *= v.y;
		 this.z *= v.z;
 
		 return this;
 
	 },
 
	 multiplyScalar: function ( scalar ) {
 
		 if ( isFinite( scalar ) ) {
			 this.x *= scalar;
			 this.y *= scalar;
			 this.z *= scalar;
		 } else {
			 this.x = 0;
			 this.y = 0;
			 this.z = 0;
		 }
 
		 return this;
 
	 },
 
	 multiplyVectors: function ( a, b ) {
 
		 this.x = a.x * b.x;
		 this.y = a.y * b.y;
		 this.z = a.z * b.z;
 
		 return this;
 
	 },
 
	 applyEuler: function () {
 
		 var quaternion;
 
		 return function applyEuler( euler ) {
 
			 if ( euler instanceof THREE.Euler === false ) {
 
				 console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
 
			 }
 
			 if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
 
			 this.applyQuaternion( quaternion.setFromEuler( euler ) );
 
			 return this;
 
		 };
 
	 }(),
 
	 applyAxisAngle: function () {
 
		 var quaternion;
 
		 return function applyAxisAngle( axis, angle ) {
 
			 if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
 
			 this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
 
			 return this;
 
		 };
 
	 }(),
 
	 applyMatrix3: function ( m ) {
 
		 var x = this.x;
		 var y = this.y;
		 var z = this.z;
 
		 var e = m.elements;
 
		 this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
		 this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
		 this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
 
		 return this;
 
	 },
 
	 applyMatrix4: function ( m ) {
 
		 // input: THREE.Matrix4 affine matrix
 
		 var x = this.x, y = this.y, z = this.z;
 
		 var e = m.elements;
 
		 this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
		 this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
		 this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
 
		 return this;
 
	 },
 
	 applyProjection: function ( m ) {
 
		 // input: THREE.Matrix4 projection matrix
 
		 var x = this.x, y = this.y, z = this.z;
 
		 var e = m.elements;
		 var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
 
		 this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ] ) * d;
		 this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ] ) * d;
		 this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
 
		 return this;
 
	 },
 
	 applyQuaternion: function ( q ) {
 
		 var x = this.x;
		 var y = this.y;
		 var z = this.z;
 
		 var qx = q.x;
		 var qy = q.y;
		 var qz = q.z;
		 var qw = q.w;
 
		 // calculate quat * vector
 
		 var ix =  qw * x + qy * z - qz * y;
		 var iy =  qw * y + qz * x - qx * z;
		 var iz =  qw * z + qx * y - qy * x;
		 var iw = - qx * x - qy * y - qz * z;
 
		 // calculate result * inverse quat
 
		 this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
		 this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
		 this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
 
		 return this;
 
	 },
 
	 project: function () {
 
		 var matrix;
 
		 return function project( camera ) {
 
			 if ( matrix === undefined ) matrix = new THREE.Matrix4();
 
			 matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
			 return this.applyProjection( matrix );
 
		 };
 
	 }(),
 
	 unproject: function () {
 
		 var matrix;
 
		 return function unproject( camera ) {
 
			 if ( matrix === undefined ) matrix = new THREE.Matrix4();
 
			 matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
			 return this.applyProjection( matrix );
 
		 };
 
	 }(),
 
	 transformDirection: function ( m ) {
 
		 // input: THREE.Matrix4 affine matrix
		 // vector interpreted as a direction
 
		 var x = this.x, y = this.y, z = this.z;
 
		 var e = m.elements;
 
		 this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
		 this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
		 this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
 
		 this.normalize();
 
		 return this;
 
	 },
 
	 divide: function ( v ) {
 
		 this.x /= v.x;
		 this.y /= v.y;
		 this.z /= v.z;
 
		 return this;
 
	 },
 
	 divideScalar: function ( scalar ) {
 
		 return this.multiplyScalar( 1 / scalar );
 
	 },
 
	 min: function ( v ) {
 
		 this.x = Math.min( this.x, v.x );
		 this.y = Math.min( this.y, v.y );
		 this.z = Math.min( this.z, v.z );
 
		 return this;
 
	 },
 
	 max: function ( v ) {
 
		 this.x = Math.max( this.x, v.x );
		 this.y = Math.max( this.y, v.y );
		 this.z = Math.max( this.z, v.z );
 
		 return this;
 
	 },
 
	 clamp: function ( min, max ) {
 
		 // This function assumes min < max, if this assumption isn't true it will not operate correctly
 
		 this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		 this.y = Math.max( min.y, Math.min( max.y, this.y ) );
		 this.z = Math.max( min.z, Math.min( max.z, this.z ) );
 
		 return this;
 
	 },
 
	 clampScalar: function () {
 
		 var min, max;
 
		 return function clampScalar( minVal, maxVal ) {
 
			 if ( min === undefined ) {
 
				 min = new THREE.Vector3();
				 max = new THREE.Vector3();
 
			 }
 
			 min.set( minVal, minVal, minVal );
			 max.set( maxVal, maxVal, maxVal );
 
			 return this.clamp( min, max );
 
		 };
 
	 }(),
 
	 clampLength: function ( min, max ) {
 
		 var length = this.length();
 
		 this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
 
		 return this;
 
	 },
 
	 floor: function () {
 
		 this.x = Math.floor( this.x );
		 this.y = Math.floor( this.y );
		 this.z = Math.floor( this.z );
 
		 return this;
 
	 },
 
	 ceil: function () {
 
		 this.x = Math.ceil( this.x );
		 this.y = Math.ceil( this.y );
		 this.z = Math.ceil( this.z );
 
		 return this;
 
	 },
 
	 round: function () {
 
		 this.x = Math.round( this.x );
		 this.y = Math.round( this.y );
		 this.z = Math.round( this.z );
 
		 return this;
 
	 },
 
	 roundToZero: function () {
 
		 this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		 this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
		 this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
 
		 return this;
 
	 },
 
	 negate: function () {
 
		 this.x = - this.x;
		 this.y = - this.y;
		 this.z = - this.z;
 
		 return this;
 
	 },
 
	 dot: function ( v ) {
 
		 return this.x * v.x + this.y * v.y + this.z * v.z;
 
	 },
 
	 lengthSq: function () {
 
		 return this.x * this.x + this.y * this.y + this.z * this.z;
 
	 },
 
	 length: function () {
 
		 return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
 
	 },
 
	 lengthManhattan: function () {
 
		 return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
 
	 },
 
	 normalize: function () {
 
		 return this.divideScalar( this.length() );
 
	 },
 
	 setLength: function ( length ) {
 
		 return this.multiplyScalar( length / this.length() );
 
	 },
 
	 lerp: function ( v, alpha ) {
 
		 this.x += ( v.x - this.x ) * alpha;
		 this.y += ( v.y - this.y ) * alpha;
		 this.z += ( v.z - this.z ) * alpha;
 
		 return this;
 
	 },
 
	 lerpVectors: function ( v1, v2, alpha ) {
 
		 this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
 
		 return this;
 
	 },
 
	 cross: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
			 return this.crossVectors( v, w );
 
		 }
 
		 var x = this.x, y = this.y, z = this.z;
 
		 this.x = y * v.z - z * v.y;
		 this.y = z * v.x - x * v.z;
		 this.z = x * v.y - y * v.x;
 
		 return this;
 
	 },
 
	 crossVectors: function ( a, b ) {
 
		 var ax = a.x, ay = a.y, az = a.z;
		 var bx = b.x, by = b.y, bz = b.z;
 
		 this.x = ay * bz - az * by;
		 this.y = az * bx - ax * bz;
		 this.z = ax * by - ay * bx;
 
		 return this;
 
	 },
 
	 projectOnVector: function () {
 
		 var v1, dot;
 
		 return function projectOnVector( vector ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
 
			 v1.copy( vector ).normalize();
 
			 dot = this.dot( v1 );
 
			 return this.copy( v1 ).multiplyScalar( dot );
 
		 };
 
	 }(),
 
	 projectOnPlane: function () {
 
		 var v1;
 
		 return function projectOnPlane( planeNormal ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
 
			 v1.copy( this ).projectOnVector( planeNormal );
 
			 return this.sub( v1 );
 
		 }
 
	 }(),
 
	 reflect: function () {
 
		 // reflect incident vector off plane orthogonal to normal
		 // normal is assumed to have unit length
 
		 var v1;
 
		 return function reflect( normal ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
 
			 return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
 
		 }
 
	 }(),
 
	 angleTo: function ( v ) {
 
		 var theta = this.dot( v ) / ( this.length() * v.length() );
 
		 // clamp, to handle numerical problems
 
		 return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
 
	 },
 
	 distanceTo: function ( v ) {
 
		 return Math.sqrt( this.distanceToSquared( v ) );
 
	 },
 
	 distanceToSquared: function ( v ) {
 
		 var dx = this.x - v.x;
		 var dy = this.y - v.y;
		 var dz = this.z - v.z;
 
		 return dx * dx + dy * dy + dz * dz;
 
	 },
 
	 setEulerFromRotationMatrix: function ( m, order ) {
 
		 console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
 
	 },
 
	 setEulerFromQuaternion: function ( q, order ) {
 
		 console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
 
	 },
 
	 getPositionFromMatrix: function ( m ) {
 
		 console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
 
		 return this.setFromMatrixPosition( m );
 
	 },
 
	 getScaleFromMatrix: function ( m ) {
 
		 console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
 
		 return this.setFromMatrixScale( m );
 
	 },
 
	 getColumnFromMatrix: function ( index, matrix ) {
 
		 console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
 
		 return this.setFromMatrixColumn( index, matrix );
 
	 },
 
	 setFromMatrixPosition: function ( m ) {
 
		 this.x = m.elements[ 12 ];
		 this.y = m.elements[ 13 ];
		 this.z = m.elements[ 14 ];
 
		 return this;
 
	 },
 
	 setFromMatrixScale: function ( m ) {
 
		 var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
		 var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
		 var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
 
		 this.x = sx;
		 this.y = sy;
		 this.z = sz;
 
		 return this;
 
	 },
 
	 setFromMatrixColumn: function ( index, matrix ) {
 
		 var offset = index * 4;
 
		 var me = matrix.elements;
 
		 this.x = me[ offset ];
		 this.y = me[ offset + 1 ];
		 this.z = me[ offset + 2 ];
 
		 return this;
 
	 },
 
	 equals: function ( v ) {
 
		 return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
 
	 },
 
	 fromArray: function ( array, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 this.x = array[ offset ];
		 this.y = array[ offset + 1 ];
		 this.z = array[ offset + 2 ];
 
		 return this;
 
	 },
 
	 toArray: function ( array, offset ) {
 
		 if ( array === undefined ) array = [];
		 if ( offset === undefined ) offset = 0;
 
		 array[ offset ] = this.x;
		 array[ offset + 1 ] = this.y;
		 array[ offset + 2 ] = this.z;
 
		 return array;
 
	 },
 
	 fromAttribute: function ( attribute, index, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 index = index * attribute.itemSize + offset;
 
		 this.x = attribute.array[ index ];
		 this.y = attribute.array[ index + 1 ];
		 this.z = attribute.array[ index + 2 ];
 
		 return this;
 
	 }
 
 };
 
 // File:src/math/Vector4.js
 
 /**
	* @author supereggbert / http://www.paulbrunt.co.uk/
	* @author philogb / http://blog.thejit.org/
	* @author mikael emtinger / http://gomo.se/
	* @author egraether / http://egraether.com/
	* @author WestLangley / http://github.com/WestLangley
	*/
 
 THREE.Vector4 = function ( x, y, z, w ) {
 
	 this.x = x || 0;
	 this.y = y || 0;
	 this.z = z || 0;
	 this.w = ( w !== undefined ) ? w : 1;
 
 };
 
 THREE.Vector4.prototype = {
 
	 constructor: THREE.Vector4,
 
	 set: function ( x, y, z, w ) {
 
		 this.x = x;
		 this.y = y;
		 this.z = z;
		 this.w = w;
 
		 return this;
 
	 },
 
	 setX: function ( x ) {
 
		 this.x = x;
 
		 return this;
 
	 },
 
	 setY: function ( y ) {
 
		 this.y = y;
 
		 return this;
 
	 },
 
	 setZ: function ( z ) {
 
		 this.z = z;
 
		 return this;
 
	 },
 
	 setW: function ( w ) {
 
		 this.w = w;
 
		 return this;
 
	 },
 
	 setComponent: function ( index, value ) {
 
		 switch ( index ) {
 
			 case 0: this.x = value; break;
			 case 1: this.y = value; break;
			 case 2: this.z = value; break;
			 case 3: this.w = value; break;
			 default: throw new Error( 'index is out of range: ' + index );
 
		 }
 
	 },
 
	 getComponent: function ( index ) {
 
		 switch ( index ) {
 
			 case 0: return this.x;
			 case 1: return this.y;
			 case 2: return this.z;
			 case 3: return this.w;
			 default: throw new Error( 'index is out of range: ' + index );
 
		 }
 
	 },
 
	 clone: function () {
 
		 return new this.constructor( this.x, this.y, this.z, this.w );
 
	 },
 
	 copy: function ( v ) {
 
		 this.x = v.x;
		 this.y = v.y;
		 this.z = v.z;
		 this.w = ( v.w !== undefined ) ? v.w : 1;
 
		 return this;
 
	 },
 
	 add: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			 return this.addVectors( v, w );
 
		 }
 
		 this.x += v.x;
		 this.y += v.y;
		 this.z += v.z;
		 this.w += v.w;
 
		 return this;
 
	 },
 
	 addScalar: function ( s ) {
 
		 this.x += s;
		 this.y += s;
		 this.z += s;
		 this.w += s;
 
		 return this;
 
	 },
 
	 addVectors: function ( a, b ) {
 
		 this.x = a.x + b.x;
		 this.y = a.y + b.y;
		 this.z = a.z + b.z;
		 this.w = a.w + b.w;
 
		 return this;
 
	 },
 
	 addScaledVector: function ( v, s ) {
 
		 this.x += v.x * s;
		 this.y += v.y * s;
		 this.z += v.z * s;
		 this.w += v.w * s;
 
		 return this;
 
	 },
 
	 sub: function ( v, w ) {
 
		 if ( w !== undefined ) {
 
			 console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			 return this.subVectors( v, w );
 
		 }
 
		 this.x -= v.x;
		 this.y -= v.y;
		 this.z -= v.z;
		 this.w -= v.w;
 
		 return this;
 
	 },
 
	 subScalar: function ( s ) {
 
		 this.x -= s;
		 this.y -= s;
		 this.z -= s;
		 this.w -= s;
 
		 return this;
 
	 },
 
	 subVectors: function ( a, b ) {
 
		 this.x = a.x - b.x;
		 this.y = a.y - b.y;
		 this.z = a.z - b.z;
		 this.w = a.w - b.w;
 
		 return this;
 
	 },
 
	 multiplyScalar: function ( scalar ) {
 
		 if ( isFinite( scalar ) ) {
			 this.x *= scalar;
			 this.y *= scalar;
			 this.z *= scalar;
			 this.w *= scalar;
		 } else {
			 this.x = 0;
			 this.y = 0;
			 this.z = 0;
			 this.w = 0;
		 }
 
		 return this;
 
	 },
 
	 applyMatrix4: function ( m ) {
 
		 var x = this.x;
		 var y = this.y;
		 var z = this.z;
		 var w = this.w;
 
		 var e = m.elements;
 
		 this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
		 this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
		 this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
		 this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
 
		 return this;
 
	 },
 
	 divideScalar: function ( scalar ) {
 
		 return this.multiplyScalar( 1 / scalar );
 
	 },
 
	 setAxisAngleFromQuaternion: function ( q ) {
 
		 // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
 
		 // q is assumed to be normalized
 
		 this.w = 2 * Math.acos( q.w );
 
		 var s = Math.sqrt( 1 - q.w * q.w );
 
		 if ( s < 0.0001 ) {
 
				this.x = 1;
				this.y = 0;
				this.z = 0;
 
		 } else {
 
				this.x = q.x / s;
				this.y = q.y / s;
				this.z = q.z / s;
 
		 }
 
		 return this;
 
	 },
 
	 setAxisAngleFromRotationMatrix: function ( m ) {
 
		 // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
 
		 // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
		 var angle, x, y, z,		// variables for result
			 epsilon = 0.01,		// margin to allow for rounding errors
			 epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
 
			 te = m.elements,
 
			 m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
			 m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
			 m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
 
		 if ( ( Math.abs( m12 - m21 ) < epsilon )
				&& ( Math.abs( m13 - m31 ) < epsilon )
				&& ( Math.abs( m23 - m32 ) < epsilon ) ) {
 
			 // singularity found
			 // first check for identity matrix which must have +1 for all terms
			 // in leading diagonal and zero in other terms
 
			 if ( ( Math.abs( m12 + m21 ) < epsilon2 )
					&& ( Math.abs( m13 + m31 ) < epsilon2 )
					&& ( Math.abs( m23 + m32 ) < epsilon2 )
					&& ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
 
				 // this singularity is identity matrix so angle = 0
 
				 this.set( 1, 0, 0, 0 );
 
				 return this; // zero angle, arbitrary axis
 
			 }
 
			 // otherwise this singularity is angle = 180
 
			 angle = Math.PI;
 
			 var xx = ( m11 + 1 ) / 2;
			 var yy = ( m22 + 1 ) / 2;
			 var zz = ( m33 + 1 ) / 2;
			 var xy = ( m12 + m21 ) / 4;
			 var xz = ( m13 + m31 ) / 4;
			 var yz = ( m23 + m32 ) / 4;
 
			 if ( ( xx > yy ) && ( xx > zz ) ) {
 
				 // m11 is the largest diagonal term
 
				 if ( xx < epsilon ) {
 
					 x = 0;
					 y = 0.707106781;
					 z = 0.707106781;
 
				 } else {
 
					 x = Math.sqrt( xx );
					 y = xy / x;
					 z = xz / x;
 
				 }
 
			 } else if ( yy > zz ) {
 
				 // m22 is the largest diagonal term
 
				 if ( yy < epsilon ) {
 
					 x = 0.707106781;
					 y = 0;
					 z = 0.707106781;
 
				 } else {
 
					 y = Math.sqrt( yy );
					 x = xy / y;
					 z = yz / y;
 
				 }
 
			 } else {
 
				 // m33 is the largest diagonal term so base result on this
 
				 if ( zz < epsilon ) {
 
					 x = 0.707106781;
					 y = 0.707106781;
					 z = 0;
 
				 } else {
 
					 z = Math.sqrt( zz );
					 x = xz / z;
					 y = yz / z;
 
				 }
 
			 }
 
			 this.set( x, y, z, angle );
 
			 return this; // return 180 deg rotation
 
		 }
 
		 // as we have reached here there are no singularities so we can handle normally
 
		 var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
							 + ( m13 - m31 ) * ( m13 - m31 )
							 + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
 
		 if ( Math.abs( s ) < 0.001 ) s = 1;
 
		 // prevent divide by zero, should not happen if matrix is orthogonal and should be
		 // caught by singularity test above, but I've left it in just in case
 
		 this.x = ( m32 - m23 ) / s;
		 this.y = ( m13 - m31 ) / s;
		 this.z = ( m21 - m12 ) / s;
		 this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
 
		 return this;
 
	 },
 
	 min: function ( v ) {
 
		 this.x = Math.min( this.x, v.x );
		 this.y = Math.min( this.y, v.y );
		 this.z = Math.min( this.z, v.z );
		 this.w = Math.min( this.w, v.w );
 
		 return this;
 
	 },
 
	 max: function ( v ) {
 
		 this.x = Math.max( this.x, v.x );
		 this.y = Math.max( this.y, v.y );
		 this.z = Math.max( this.z, v.z );
		 this.w = Math.max( this.w, v.w );
 
		 return this;
 
	 },
 
	 clamp: function ( min, max ) {
 
		 // This function assumes min < max, if this assumption isn't true it will not operate correctly
 
		 this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		 this.y = Math.max( min.y, Math.min( max.y, this.y ) );
		 this.z = Math.max( min.z, Math.min( max.z, this.z ) );
		 this.w = Math.max( min.w, Math.min( max.w, this.w ) );
 
		 return this;
 
	 },
 
	 clampScalar: function () {
 
		 var min, max;
 
		 return function clampScalar( minVal, maxVal ) {
 
			 if ( min === undefined ) {
 
				 min = new THREE.Vector4();
				 max = new THREE.Vector4();
 
			 }
 
			 min.set( minVal, minVal, minVal, minVal );
			 max.set( maxVal, maxVal, maxVal, maxVal );
 
			 return this.clamp( min, max );
 
		 };
 
	 }(),
 
	 floor: function () {
 
		 this.x = Math.floor( this.x );
		 this.y = Math.floor( this.y );
		 this.z = Math.floor( this.z );
		 this.w = Math.floor( this.w );
 
		 return this;
 
	 },
 
	 ceil: function () {
 
		 this.x = Math.ceil( this.x );
		 this.y = Math.ceil( this.y );
		 this.z = Math.ceil( this.z );
		 this.w = Math.ceil( this.w );
 
		 return this;
 
	 },
 
	 round: function () {
 
		 this.x = Math.round( this.x );
		 this.y = Math.round( this.y );
		 this.z = Math.round( this.z );
		 this.w = Math.round( this.w );
 
		 return this;
 
	 },
 
	 roundToZero: function () {
 
		 this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		 this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
		 this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
		 this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
 
		 return this;
 
	 },
 
	 negate: function () {
 
		 this.x = - this.x;
		 this.y = - this.y;
		 this.z = - this.z;
		 this.w = - this.w;
 
		 return this;
 
	 },
 
	 dot: function ( v ) {
 
		 return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
 
	 },
 
	 lengthSq: function () {
 
		 return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
 
	 },
 
	 length: function () {
 
		 return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
 
	 },
 
	 lengthManhattan: function () {
 
		 return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
 
	 },
 
	 normalize: function () {
 
		 return this.divideScalar( this.length() );
 
	 },
 
	 setLength: function ( length ) {
 
		 return this.multiplyScalar( length / this.length() );
 
	 },
 
	 lerp: function ( v, alpha ) {
 
		 this.x += ( v.x - this.x ) * alpha;
		 this.y += ( v.y - this.y ) * alpha;
		 this.z += ( v.z - this.z ) * alpha;
		 this.w += ( v.w - this.w ) * alpha;
 
		 return this;
 
	 },
 
	 lerpVectors: function ( v1, v2, alpha ) {
 
		 this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
 
		 return this;
 
	 },
 
	 equals: function ( v ) {
 
		 return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
 
	 },
 
	 fromArray: function ( array, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 this.x = array[ offset ];
		 this.y = array[ offset + 1 ];
		 this.z = array[ offset + 2 ];
		 this.w = array[ offset + 3 ];
 
		 return this;
 
	 },
 
	 toArray: function ( array, offset ) {
 
		 if ( array === undefined ) array = [];
		 if ( offset === undefined ) offset = 0;
 
		 array[ offset ] = this.x;
		 array[ offset + 1 ] = this.y;
		 array[ offset + 2 ] = this.z;
		 array[ offset + 3 ] = this.w;
 
		 return array;
 
	 },
 
	 fromAttribute: function ( attribute, index, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 index = index * attribute.itemSize + offset;
 
		 this.x = attribute.array[ index ];
		 this.y = attribute.array[ index + 1 ];
		 this.z = attribute.array[ index + 2 ];
		 this.w = attribute.array[ index + 3 ];
 
		 return this;
 
	 }
 
 };
 
 // File:src/math/Euler.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author WestLangley / http://github.com/WestLangley
	* @author bhouston / http://clara.io
	*/
 
 THREE.Euler = function ( x, y, z, order ) {
 
	 this._x = x || 0;
	 this._y = y || 0;
	 this._z = z || 0;
	 this._order = order || THREE.Euler.DefaultOrder;
 
 };
 
 THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
 
 THREE.Euler.DefaultOrder = 'XYZ';
 
 THREE.Euler.prototype = {
 
	 constructor: THREE.Euler,
 
	 get x () {
 
		 return this._x;
 
	 },
 
	 set x ( value ) {
 
		 this._x = value;
		 this.onChangeCallback();
 
	 },
 
	 get y () {
 
		 return this._y;
 
	 },
 
	 set y ( value ) {
 
		 this._y = value;
		 this.onChangeCallback();
 
	 },
 
	 get z () {
 
		 return this._z;
 
	 },
 
	 set z ( value ) {
 
		 this._z = value;
		 this.onChangeCallback();
 
	 },
 
	 get order () {
 
		 return this._order;
 
	 },
 
	 set order ( value ) {
 
		 this._order = value;
		 this.onChangeCallback();
 
	 },
 
	 set: function ( x, y, z, order ) {
 
		 this._x = x;
		 this._y = y;
		 this._z = z;
		 this._order = order || this._order;
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor( this._x, this._y, this._z, this._order);
 
	 },
 
	 copy: function ( euler ) {
 
		 this._x = euler._x;
		 this._y = euler._y;
		 this._z = euler._z;
		 this._order = euler._order;
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 setFromRotationMatrix: function ( m, order, update ) {
 
		 var clamp = THREE.Math.clamp;
 
		 // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
		 var te = m.elements;
		 var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
		 var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
		 var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
 
		 order = order || this._order;
 
		 if ( order === 'XYZ' ) {
 
			 this._y = Math.asin( clamp( m13, - 1, 1 ) );
 
			 if ( Math.abs( m13 ) < 0.99999 ) {
 
				 this._x = Math.atan2( - m23, m33 );
				 this._z = Math.atan2( - m12, m11 );
 
			 } else {
 
				 this._x = Math.atan2( m32, m22 );
				 this._z = 0;
 
			 }
 
		 } else if ( order === 'YXZ' ) {
 
			 this._x = Math.asin( - clamp( m23, - 1, 1 ) );
 
			 if ( Math.abs( m23 ) < 0.99999 ) {
 
				 this._y = Math.atan2( m13, m33 );
				 this._z = Math.atan2( m21, m22 );
 
			 } else {
 
				 this._y = Math.atan2( - m31, m11 );
				 this._z = 0;
 
			 }
 
		 } else if ( order === 'ZXY' ) {
 
			 this._x = Math.asin( clamp( m32, - 1, 1 ) );
 
			 if ( Math.abs( m32 ) < 0.99999 ) {
 
				 this._y = Math.atan2( - m31, m33 );
				 this._z = Math.atan2( - m12, m22 );
 
			 } else {
 
				 this._y = 0;
				 this._z = Math.atan2( m21, m11 );
 
			 }
 
		 } else if ( order === 'ZYX' ) {
 
			 this._y = Math.asin( - clamp( m31, - 1, 1 ) );
 
			 if ( Math.abs( m31 ) < 0.99999 ) {
 
				 this._x = Math.atan2( m32, m33 );
				 this._z = Math.atan2( m21, m11 );
 
			 } else {
 
				 this._x = 0;
				 this._z = Math.atan2( - m12, m22 );
 
			 }
 
		 } else if ( order === 'YZX' ) {
 
			 this._z = Math.asin( clamp( m21, - 1, 1 ) );
 
			 if ( Math.abs( m21 ) < 0.99999 ) {
 
				 this._x = Math.atan2( - m23, m22 );
				 this._y = Math.atan2( - m31, m11 );
 
			 } else {
 
				 this._x = 0;
				 this._y = Math.atan2( m13, m33 );
 
			 }
 
		 } else if ( order === 'XZY' ) {
 
			 this._z = Math.asin( - clamp( m12, - 1, 1 ) );
 
			 if ( Math.abs( m12 ) < 0.99999 ) {
 
				 this._x = Math.atan2( m32, m22 );
				 this._y = Math.atan2( m13, m11 );
 
			 } else {
 
				 this._x = Math.atan2( - m23, m33 );
				 this._y = 0;
 
			 }
 
		 } else {
 
			 console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
 
		 }
 
		 this._order = order;
 
		 if ( update !== false ) this.onChangeCallback();
 
		 return this;
 
	 },
 
	 setFromQuaternion: function () {
 
		 var matrix;
 
		 return function ( q, order, update ) {
 
			 if ( matrix === undefined ) matrix = new THREE.Matrix4();
			 matrix.makeRotationFromQuaternion( q );
			 this.setFromRotationMatrix( matrix, order, update );
 
			 return this;
 
		 };
 
	 }(),
 
	 setFromVector3: function ( v, order ) {
 
		 return this.set( v.x, v.y, v.z, order || this._order );
 
	 },
 
	 reorder: function () {
 
		 // WARNING: this discards revolution information -bhouston
 
		 var q = new THREE.Quaternion();
 
		 return function ( newOrder ) {
 
			 q.setFromEuler( this );
			 this.setFromQuaternion( q, newOrder );
 
		 };
 
	 }(),
 
	 equals: function ( euler ) {
 
		 return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
 
	 },
 
	 fromArray: function ( array ) {
 
		 this._x = array[ 0 ];
		 this._y = array[ 1 ];
		 this._z = array[ 2 ];
		 if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
 
		 this.onChangeCallback();
 
		 return this;
 
	 },
 
	 toArray: function ( array, offset ) {
 
		 if ( array === undefined ) array = [];
		 if ( offset === undefined ) offset = 0;
 
		 array[ offset ] = this._x;
		 array[ offset + 1 ] = this._y;
		 array[ offset + 2 ] = this._z;
		 array[ offset + 3 ] = this._order;
 
		 return array;
 
	 },
 
	 toVector3: function ( optionalResult ) {
 
		 if ( optionalResult ) {
 
			 return optionalResult.set( this._x, this._y, this._z );
 
		 } else {
 
			 return new THREE.Vector3( this._x, this._y, this._z );
 
		 }
 
	 },
 
	 onChange: function ( callback ) {
 
		 this.onChangeCallback = callback;
 
		 return this;
 
	 },
 
	 onChangeCallback: function () {}
 
 };
 
 // File:src/math/Line3.js
 
 /**
	* @author bhouston / http://clara.io
	*/
 
 THREE.Line3 = function ( start, end ) {
 
	 this.start = ( start !== undefined ) ? start : new THREE.Vector3();
	 this.end = ( end !== undefined ) ? end : new THREE.Vector3();
 
 };
 
 THREE.Line3.prototype = {
 
	 constructor: THREE.Line3,
 
	 set: function ( start, end ) {
 
		 this.start.copy( start );
		 this.end.copy( end );
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( line ) {
 
		 this.start.copy( line.start );
		 this.end.copy( line.end );
 
		 return this;
 
	 },
 
	 center: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
 
	 },
 
	 delta: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.subVectors( this.end, this.start );
 
	 },
 
	 distanceSq: function () {
 
		 return this.start.distanceToSquared( this.end );
 
	 },
 
	 distance: function () {
 
		 return this.start.distanceTo( this.end );
 
	 },
 
	 at: function ( t, optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 return this.delta( result ).multiplyScalar( t ).add( this.start );
 
	 },
 
	 closestPointToPointParameter: function () {
 
		 var startP = new THREE.Vector3();
		 var startEnd = new THREE.Vector3();
 
		 return function ( point, clampToLine ) {
 
			 startP.subVectors( point, this.start );
			 startEnd.subVectors( this.end, this.start );
 
			 var startEnd2 = startEnd.dot( startEnd );
			 var startEnd_startP = startEnd.dot( startP );
 
			 var t = startEnd_startP / startEnd2;
 
			 if ( clampToLine ) {
 
				 t = THREE.Math.clamp( t, 0, 1 );
 
			 }
 
			 return t;
 
		 };
 
	 }(),
 
	 closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
 
		 var t = this.closestPointToPointParameter( point, clampToLine );
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 return this.delta( result ).multiplyScalar( t ).add( this.start );
 
	 },
 
	 applyMatrix4: function ( matrix ) {
 
		 this.start.applyMatrix4( matrix );
		 this.end.applyMatrix4( matrix );
 
		 return this;
 
	 },
 
	 equals: function ( line ) {
 
		 return line.start.equals( this.start ) && line.end.equals( this.end );
 
	 }
 
 };
 
 // File:src/math/Box2.js
 
 /**
	* @author bhouston / http://clara.io
	*/
 
 THREE.Box2 = function ( min, max ) {
 
	 this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
	 this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
 
 };
 
 THREE.Box2.prototype = {
 
	 constructor: THREE.Box2,
 
	 set: function ( min, max ) {
 
		 this.min.copy( min );
		 this.max.copy( max );
 
		 return this;
 
	 },
 
	 setFromPoints: function ( points ) {
 
		 this.makeEmpty();
 
		 for ( var i = 0, il = points.length; i < il; i ++ ) {
 
			 this.expandByPoint( points[ i ] )
 
		 }
 
		 return this;
 
	 },
 
	 setFromCenterAndSize: function () {
 
		 var v1 = new THREE.Vector2();
 
		 return function ( center, size ) {
 
			 var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
			 this.min.copy( center ).sub( halfSize );
			 this.max.copy( center ).add( halfSize );
 
			 return this;
 
		 };
 
	 }(),
	 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( box ) {
 
		 this.min.copy( box.min );
		 this.max.copy( box.max );
 
		 return this;
 
	 },
 
	 makeEmpty: function () {
 
		 this.min.x = this.min.y = Infinity;
		 this.max.x = this.max.y = - Infinity;
 
		 return this;
 
	 },
 
	 empty: function () {
 
		 // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
 
		 return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
 
	 },
 
	 center: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector2();
		 return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
 
	 },
 
	 size: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector2();
		 return result.subVectors( this.max, this.min );
 
	 },
 
	 expandByPoint: function ( point ) {
 
		 this.min.min( point );
		 this.max.max( point );
 
		 return this;
 
	 },
 
	 expandByVector: function ( vector ) {
 
		 this.min.sub( vector );
		 this.max.add( vector );
 
		 return this;
 
	 },
 
	 expandByScalar: function ( scalar ) {
 
		 this.min.addScalar( - scalar );
		 this.max.addScalar( scalar );
 
		 return this;
 
	 },
 
	 containsPoint: function ( point ) {
 
		 if ( point.x < this.min.x || point.x > this.max.x ||
					point.y < this.min.y || point.y > this.max.y ) {
 
			 return false;
 
		 }
 
		 return true;
 
	 },
 
	 containsBox: function ( box ) {
 
		 if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
					( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
 
			 return true;
 
		 }
 
		 return false;
 
	 },
 
	 getParameter: function ( point, optionalTarget ) {
 
		 // This can potentially have a divide by zero if the box
		 // has a size dimension of 0.
 
		 var result = optionalTarget || new THREE.Vector2();
 
		 return result.set(
			 ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			 ( point.y - this.min.y ) / ( this.max.y - this.min.y )
		 );
 
	 },
 
	 isIntersectionBox: function ( box ) {
 
		 // using 6 splitting planes to rule out intersections.
 
		 if ( box.max.x < this.min.x || box.min.x > this.max.x ||
					box.max.y < this.min.y || box.min.y > this.max.y ) {
 
			 return false;
 
		 }
 
		 return true;
 
	 },
 
	 clampPoint: function ( point, optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector2();
		 return result.copy( point ).clamp( this.min, this.max );
 
	 },
 
	 distanceToPoint: function () {
 
		 var v1 = new THREE.Vector2();
 
		 return function ( point ) {
 
			 var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
			 return clampedPoint.sub( point ).length();
 
		 };
 
	 }(),
 
	 intersect: function ( box ) {
 
		 this.min.max( box.min );
		 this.max.min( box.max );
 
		 return this;
 
	 },
 
	 union: function ( box ) {
 
		 this.min.min( box.min );
		 this.max.max( box.max );
 
		 return this;
 
	 },
 
	 translate: function ( offset ) {
 
		 this.min.add( offset );
		 this.max.add( offset );
 
		 return this;
 
	 },
 
	 equals: function ( box ) {
 
		 return box.min.equals( this.min ) && box.max.equals( this.max );
 
	 }
 
 };
 
 // File:src/math/Box3.js
 
 /**
	* @author bhouston / http://clara.io
	* @author WestLangley / http://github.com/WestLangley
	*/
 
 THREE.Box3 = function ( min, max ) {
 
	 this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
	 this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
 
 };
 
 THREE.Box3.prototype = {
 
	 constructor: THREE.Box3,
 
	 set: function ( min, max ) {
 
		 this.min.copy( min );
		 this.max.copy( max );
 
		 return this;
 
	 },
 
	 setFromPoints: function ( points ) {
 
		 this.makeEmpty();
 
		 for ( var i = 0, il = points.length; i < il; i ++ ) {
 
			 this.expandByPoint( points[ i ] );
 
		 }
 
		 return this;
 
	 },
 
	 setFromCenterAndSize: function () {
 
		 var v1 = new THREE.Vector3();
 
		 return function ( center, size ) {
 
			 var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
 
			 this.min.copy( center ).sub( halfSize );
			 this.max.copy( center ).add( halfSize );
 
			 return this;
 
		 };
 
	 }(),
 
	 setFromObject: function () {
 
		 // Computes the world-axis-aligned bounding box of an object (including its children),
		 // accounting for both the object's, and children's, world transforms
 
		 var v1 = new THREE.Vector3();
 
		 return function ( object ) {
 
			 var scope = this;
 
			 object.updateMatrixWorld( true );
 
			 this.makeEmpty();
 
			 object.traverse( function ( node ) {
 
				 var geometry = node.geometry;
 
				 if ( geometry !== undefined ) {
 
					 if ( geometry instanceof THREE.Geometry ) {
 
						 var vertices = geometry.vertices;
 
						 for ( var i = 0, il = vertices.length; i < il; i ++ ) {
 
							 v1.copy( vertices[ i ] );
 
							 v1.applyMatrix4( node.matrixWorld );
 
							 scope.expandByPoint( v1 );
 
						 }
 
					 } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
 
						 var positions = geometry.attributes[ 'position' ].array;
 
						 for ( var i = 0, il = positions.length; i < il; i += 3 ) {
 
							 v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
 
							 v1.applyMatrix4( node.matrixWorld );
 
							 scope.expandByPoint( v1 );
 
						 }
 
					 }
 
				 }
 
			 } );
 
			 return this;
 
		 };
 
	 }(),
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( box ) {
 
		 this.min.copy( box.min );
		 this.max.copy( box.max );
 
		 return this;
 
	 },
 
	 makeEmpty: function () {
 
		 this.min.x = this.min.y = this.min.z = Infinity;
		 this.max.x = this.max.y = this.max.z = - Infinity;
 
		 return this;
 
	 },
 
	 empty: function () {
 
		 // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
 
		 return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
 
	 },
 
	 center: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
 
	 },
 
	 size: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.subVectors( this.max, this.min );
 
	 },
 
	 expandByPoint: function ( point ) {
 
		 this.min.min( point );
		 this.max.max( point );
 
		 return this;
 
	 },
 
	 expandByVector: function ( vector ) {
 
		 this.min.sub( vector );
		 this.max.add( vector );
 
		 return this;
 
	 },
 
	 expandByScalar: function ( scalar ) {
 
		 this.min.addScalar( - scalar );
		 this.max.addScalar( scalar );
 
		 return this;
 
	 },
 
	 containsPoint: function ( point ) {
 
		 if ( point.x < this.min.x || point.x > this.max.x ||
					point.y < this.min.y || point.y > this.max.y ||
					point.z < this.min.z || point.z > this.max.z ) {
 
			 return false;
 
		 }
 
		 return true;
 
	 },
 
	 containsBox: function ( box ) {
 
		 if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
				( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
				( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
 
			 return true;
 
		 }
 
		 return false;
 
	 },
 
	 getParameter: function ( point, optionalTarget ) {
 
		 // This can potentially have a divide by zero if the box
		 // has a size dimension of 0.
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 return result.set(
			 ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			 ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
			 ( point.z - this.min.z ) / ( this.max.z - this.min.z )
		 );
 
	 },
 
	 isIntersectionBox: function ( box ) {
 
		 // using 6 splitting planes to rule out intersections.
 
		 if ( box.max.x < this.min.x || box.min.x > this.max.x ||
					box.max.y < this.min.y || box.min.y > this.max.y ||
					box.max.z < this.min.z || box.min.z > this.max.z ) {
 
			 return false;
 
		 }
 
		 return true;
 
	 },
 
	 clampPoint: function ( point, optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.copy( point ).clamp( this.min, this.max );
 
	 },
 
	 distanceToPoint: function () {
 
		 var v1 = new THREE.Vector3();
 
		 return function ( point ) {
 
			 var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
			 return clampedPoint.sub( point ).length();
 
		 };
 
	 }(),
 
	 getBoundingSphere: function () {
 
		 var v1 = new THREE.Vector3();
 
		 return function ( optionalTarget ) {
 
			 var result = optionalTarget || new THREE.Sphere();
 
			 result.center = this.center();
			 result.radius = this.size( v1 ).length() * 0.5;
 
			 return result;
 
		 };
 
	 }(),
 
	 intersect: function ( box ) {
 
		 this.min.max( box.min );
		 this.max.min( box.max );
 
		 return this;
 
	 },
 
	 union: function ( box ) {
 
		 this.min.min( box.min );
		 this.max.max( box.max );
 
		 return this;
 
	 },
 
	 applyMatrix4: function () {
 
		 var points = [
			 new THREE.Vector3(),
			 new THREE.Vector3(),
			 new THREE.Vector3(),
			 new THREE.Vector3(),
			 new THREE.Vector3(),
			 new THREE.Vector3(),
			 new THREE.Vector3(),
			 new THREE.Vector3()
		 ];
 
		 return function ( matrix ) {
 
			 // NOTE: I am using a binary pattern to specify all 2^3 combinations below
			 points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
			 points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
			 points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
			 points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
			 points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
			 points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
			 points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
			 points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );  // 111
 
			 this.makeEmpty();
			 this.setFromPoints( points );
 
			 return this;
 
		 };
 
	 }(),
 
	 translate: function ( offset ) {
 
		 this.min.add( offset );
		 this.max.add( offset );
 
		 return this;
 
	 },
 
	 equals: function ( box ) {
 
		 return box.min.equals( this.min ) && box.max.equals( this.max );
 
	 }
 
 };
 
 // File:src/math/Matrix3.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author WestLangley / http://github.com/WestLangley
	* @author bhouston / http://clara.io
	*/
 
 THREE.Matrix3 = function () {
 
	 this.elements = new Float32Array( [
 
		 1, 0, 0,
		 0, 1, 0,
		 0, 0, 1
 
	 ] );
 
	 if ( arguments.length > 0 ) {
 
		 console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
 
	 }
 
 };
 
 THREE.Matrix3.prototype = {
 
	 constructor: THREE.Matrix3,
 
	 set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
 
		 var te = this.elements;
 
		 te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
		 te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
		 te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
 
		 return this;
 
	 },
 
	 identity: function () {
 
		 this.set(
 
			 1, 0, 0,
			 0, 1, 0,
			 0, 0, 1
 
		 );
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().fromArray( this.elements );
 
	 },
 
	 copy: function ( m ) {
 
		 var me = m.elements;
 
		 this.set(
 
			 me[ 0 ], me[ 3 ], me[ 6 ],
			 me[ 1 ], me[ 4 ], me[ 7 ],
			 me[ 2 ], me[ 5 ], me[ 8 ]
 
		 );
 
		 return this;
 
	 },
 
	 multiplyVector3: function ( vector ) {
 
		 console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
		 return vector.applyMatrix3( this );
 
	 },
 
	 multiplyVector3Array: function ( a ) {
 
		 console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
		 return this.applyToVector3Array( a );
 
	 },
 
	 applyToVector3Array: function () {
 
		 var v1;
 
		 return function ( array, offset, length ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
			 if ( offset === undefined ) offset = 0;
			 if ( length === undefined ) length = array.length;
 
			 for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
 
				 v1.fromArray( array, j );
				 v1.applyMatrix3( this );
				 v1.toArray( array, j );
 
			 }
 
			 return array;
 
		 };
 
	 }(),
 
	 applyToBuffer: function () {
 
		 var v1;
 
		 return function applyToBuffer( buffer, offset, length ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
			 if ( offset === undefined ) offset = 0;
			 if ( length === undefined ) length = buffer.length / buffer.itemSize;
 
			 for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
 
				 v1.x = buffer.getX( j );
				 v1.y = buffer.getY( j );
				 v1.z = buffer.getZ( j );
 
				 v1.applyMatrix3( this );
 
				 buffer.setXYZ( v1.x, v1.y, v1.z );
 
			 }
 
			 return buffer;
 
		 };
 
	 }(),
 
	 multiplyScalar: function ( s ) {
 
		 var te = this.elements;
 
		 te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
		 te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
		 te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
 
		 return this;
 
	 },
 
	 determinant: function () {
 
		 var te = this.elements;
 
		 var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
			 d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
			 g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
 
		 return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
 
	 },
 
	 getInverse: function ( matrix, throwOnInvertible ) {
 
		 // input: THREE.Matrix4
		 // ( based on http://code.google.com/p/webgl-mjs/ )
 
		 var me = matrix.elements;
		 var te = this.elements;
 
		 te[ 0 ] =   me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
		 te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
		 te[ 2 ] =   me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
		 te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
		 te[ 4 ] =   me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
		 te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
		 te[ 6 ] =   me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
		 te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
		 te[ 8 ] =   me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
 
		 var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
 
		 // no inverse
 
		 if ( det === 0 ) {
 
			 var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
 
			 if ( throwOnInvertible || false ) {
 
				 throw new Error( msg );
 
			 } else {
 
				 console.warn( msg );
 
			 }
 
			 this.identity();
 
			 return this;
 
		 }
 
		 this.multiplyScalar( 1.0 / det );
 
		 return this;
 
	 },
 
	 transpose: function () {
 
		 var tmp, m = this.elements;
 
		 tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
		 tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
		 tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
 
		 return this;
 
	 },
 
	 flattenToArrayOffset: function ( array, offset ) {
 
		 var te = this.elements;
 
		 array[ offset ] = te[ 0 ];
		 array[ offset + 1 ] = te[ 1 ];
		 array[ offset + 2 ] = te[ 2 ];
 
		 array[ offset + 3 ] = te[ 3 ];
		 array[ offset + 4 ] = te[ 4 ];
		 array[ offset + 5 ] = te[ 5 ];
 
		 array[ offset + 6 ] = te[ 6 ];
		 array[ offset + 7 ] = te[ 7 ];
		 array[ offset + 8 ]  = te[ 8 ];
 
		 return array;
 
	 },
 
	 getNormalMatrix: function ( m ) {
 
		 // input: THREE.Matrix4
 
		 this.getInverse( m ).transpose();
 
		 return this;
 
	 },
 
	 transposeIntoArray: function ( r ) {
 
		 var m = this.elements;
 
		 r[ 0 ] = m[ 0 ];
		 r[ 1 ] = m[ 3 ];
		 r[ 2 ] = m[ 6 ];
		 r[ 3 ] = m[ 1 ];
		 r[ 4 ] = m[ 4 ];
		 r[ 5 ] = m[ 7 ];
		 r[ 6 ] = m[ 2 ];
		 r[ 7 ] = m[ 5 ];
		 r[ 8 ] = m[ 8 ];
 
		 return this;
 
	 },
 
	 fromArray: function ( array ) {
 
		 this.elements.set( array );
 
		 return this;
 
	 },
 
	 toArray: function () {
 
		 var te = this.elements;
 
		 return [
			 te[ 0 ], te[ 1 ], te[ 2 ],
			 te[ 3 ], te[ 4 ], te[ 5 ],
			 te[ 6 ], te[ 7 ], te[ 8 ]
		 ];
 
	 }
 
 };
 
 // File:src/math/Matrix4.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author supereggbert / http://www.paulbrunt.co.uk/
	* @author philogb / http://blog.thejit.org/
	* @author jordi_ros / http://plattsoft.com
	* @author D1plo1d / http://github.com/D1plo1d
	* @author alteredq / http://alteredqualia.com/
	* @author mikael emtinger / http://gomo.se/
	* @author timknip / http://www.floorplanner.com/
	* @author bhouston / http://clara.io
	* @author WestLangley / http://github.com/WestLangley
	*/
 
 THREE.Matrix4 = function () {
 
	 this.elements = new Float32Array( [
 
		 1, 0, 0, 0,
		 0, 1, 0, 0,
		 0, 0, 1, 0,
		 0, 0, 0, 1
 
	 ] );
 
	 if ( arguments.length > 0 ) {
 
		 console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
 
	 }
 
 };
 
 THREE.Matrix4.prototype = {
 
	 constructor: THREE.Matrix4,
 
	 set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
 
		 var te = this.elements;
 
		 te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
		 te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
		 te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
		 te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
 
		 return this;
 
	 },
 
	 identity: function () {
 
		 this.set(
 
			 1, 0, 0, 0,
			 0, 1, 0, 0,
			 0, 0, 1, 0,
			 0, 0, 0, 1
 
		 );
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new THREE.Matrix4().fromArray( this.elements );
 
	 },
 
	 copy: function ( m ) {
 
		 this.elements.set( m.elements );
 
		 return this;
 
	 },
 
	 extractPosition: function ( m ) {
 
		 console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
		 return this.copyPosition( m );
 
	 },
 
	 copyPosition: function ( m ) {
 
		 var te = this.elements;
		 var me = m.elements;
 
		 te[ 12 ] = me[ 12 ];
		 te[ 13 ] = me[ 13 ];
		 te[ 14 ] = me[ 14 ];
 
		 return this;
 
	 },
 
	 extractBasis: function ( xAxis, yAxis, zAxis ) {
 
		 var te = this.elements;
 
		 xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
		 yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
		 zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
 
		 return this;
 
	 },
 
	 makeBasis: function ( xAxis, yAxis, zAxis ) {
 
		 this.set(
			 xAxis.x, yAxis.x, zAxis.x, 0,
			 xAxis.y, yAxis.y, zAxis.y, 0,
			 xAxis.z, yAxis.z, zAxis.z, 0,
			 0,       0,       0,       1
		 );
 
		 return this;
 
	 },
 
	 extractRotation: function () {
 
		 var v1;
 
		 return function ( m ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
 
			 var te = this.elements;
			 var me = m.elements;
 
			 var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
			 var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
			 var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
 
			 te[ 0 ] = me[ 0 ] * scaleX;
			 te[ 1 ] = me[ 1 ] * scaleX;
			 te[ 2 ] = me[ 2 ] * scaleX;
 
			 te[ 4 ] = me[ 4 ] * scaleY;
			 te[ 5 ] = me[ 5 ] * scaleY;
			 te[ 6 ] = me[ 6 ] * scaleY;
 
			 te[ 8 ] = me[ 8 ] * scaleZ;
			 te[ 9 ] = me[ 9 ] * scaleZ;
			 te[ 10 ] = me[ 10 ] * scaleZ;
 
			 return this;
 
		 };
 
	 }(),
 
	 makeRotationFromEuler: function ( euler ) {
 
		 if ( euler instanceof THREE.Euler === false ) {
 
			 console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
 
		 }
 
		 var te = this.elements;
 
		 var x = euler.x, y = euler.y, z = euler.z;
		 var a = Math.cos( x ), b = Math.sin( x );
		 var c = Math.cos( y ), d = Math.sin( y );
		 var e = Math.cos( z ), f = Math.sin( z );
 
		 if ( euler.order === 'XYZ' ) {
 
			 var ae = a * e, af = a * f, be = b * e, bf = b * f;
 
			 te[ 0 ] = c * e;
			 te[ 4 ] = - c * f;
			 te[ 8 ] = d;
 
			 te[ 1 ] = af + be * d;
			 te[ 5 ] = ae - bf * d;
			 te[ 9 ] = - b * c;
 
			 te[ 2 ] = bf - ae * d;
			 te[ 6 ] = be + af * d;
			 te[ 10 ] = a * c;
 
		 } else if ( euler.order === 'YXZ' ) {
 
			 var ce = c * e, cf = c * f, de = d * e, df = d * f;
 
			 te[ 0 ] = ce + df * b;
			 te[ 4 ] = de * b - cf;
			 te[ 8 ] = a * d;
 
			 te[ 1 ] = a * f;
			 te[ 5 ] = a * e;
			 te[ 9 ] = - b;
 
			 te[ 2 ] = cf * b - de;
			 te[ 6 ] = df + ce * b;
			 te[ 10 ] = a * c;
 
		 } else if ( euler.order === 'ZXY' ) {
 
			 var ce = c * e, cf = c * f, de = d * e, df = d * f;
 
			 te[ 0 ] = ce - df * b;
			 te[ 4 ] = - a * f;
			 te[ 8 ] = de + cf * b;
 
			 te[ 1 ] = cf + de * b;
			 te[ 5 ] = a * e;
			 te[ 9 ] = df - ce * b;
 
			 te[ 2 ] = - a * d;
			 te[ 6 ] = b;
			 te[ 10 ] = a * c;
 
		 } else if ( euler.order === 'ZYX' ) {
 
			 var ae = a * e, af = a * f, be = b * e, bf = b * f;
 
			 te[ 0 ] = c * e;
			 te[ 4 ] = be * d - af;
			 te[ 8 ] = ae * d + bf;
 
			 te[ 1 ] = c * f;
			 te[ 5 ] = bf * d + ae;
			 te[ 9 ] = af * d - be;
 
			 te[ 2 ] = - d;
			 te[ 6 ] = b * c;
			 te[ 10 ] = a * c;
 
		 } else if ( euler.order === 'YZX' ) {
 
			 var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
 
			 te[ 0 ] = c * e;
			 te[ 4 ] = bd - ac * f;
			 te[ 8 ] = bc * f + ad;
 
			 te[ 1 ] = f;
			 te[ 5 ] = a * e;
			 te[ 9 ] = - b * e;
 
			 te[ 2 ] = - d * e;
			 te[ 6 ] = ad * f + bc;
			 te[ 10 ] = ac - bd * f;
 
		 } else if ( euler.order === 'XZY' ) {
 
			 var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
 
			 te[ 0 ] = c * e;
			 te[ 4 ] = - f;
			 te[ 8 ] = d * e;
 
			 te[ 1 ] = ac * f + bd;
			 te[ 5 ] = a * e;
			 te[ 9 ] = ad * f - bc;
 
			 te[ 2 ] = bc * f - ad;
			 te[ 6 ] = b * e;
			 te[ 10 ] = bd * f + ac;
 
		 }
 
		 // last column
		 te[ 3 ] = 0;
		 te[ 7 ] = 0;
		 te[ 11 ] = 0;
 
		 // bottom row
		 te[ 12 ] = 0;
		 te[ 13 ] = 0;
		 te[ 14 ] = 0;
		 te[ 15 ] = 1;
 
		 return this;
 
	 },
 
	 setRotationFromQuaternion: function ( q ) {
 
		 console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
 
		 return this.makeRotationFromQuaternion( q );
 
	 },
 
	 makeRotationFromQuaternion: function ( q ) {
 
		 var te = this.elements;
 
		 var x = q.x, y = q.y, z = q.z, w = q.w;
		 var x2 = x + x, y2 = y + y, z2 = z + z;
		 var xx = x * x2, xy = x * y2, xz = x * z2;
		 var yy = y * y2, yz = y * z2, zz = z * z2;
		 var wx = w * x2, wy = w * y2, wz = w * z2;
 
		 te[ 0 ] = 1 - ( yy + zz );
		 te[ 4 ] = xy - wz;
		 te[ 8 ] = xz + wy;
 
		 te[ 1 ] = xy + wz;
		 te[ 5 ] = 1 - ( xx + zz );
		 te[ 9 ] = yz - wx;
 
		 te[ 2 ] = xz - wy;
		 te[ 6 ] = yz + wx;
		 te[ 10 ] = 1 - ( xx + yy );
 
		 // last column
		 te[ 3 ] = 0;
		 te[ 7 ] = 0;
		 te[ 11 ] = 0;
 
		 // bottom row
		 te[ 12 ] = 0;
		 te[ 13 ] = 0;
		 te[ 14 ] = 0;
		 te[ 15 ] = 1;
 
		 return this;
 
	 },
 
	 lookAt: function () {
 
		 var x, y, z;
 
		 return function ( eye, target, up ) {
 
			 if ( x === undefined ) x = new THREE.Vector3();
			 if ( y === undefined ) y = new THREE.Vector3();
			 if ( z === undefined ) z = new THREE.Vector3();
 
			 var te = this.elements;
 
			 z.subVectors( eye, target ).normalize();
 
			 if ( z.lengthSq() === 0 ) {
 
				 z.z = 1;
 
			 }
 
			 x.crossVectors( up, z ).normalize();
 
			 if ( x.lengthSq() === 0 ) {
 
				 z.x += 0.0001;
				 x.crossVectors( up, z ).normalize();
 
			 }
 
			 y.crossVectors( z, x );
 
 
			 te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
			 te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
			 te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
 
			 return this;
 
		 };
 
	 }(),
 
	 multiply: function ( m, n ) {
 
		 if ( n !== undefined ) {
 
			 console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
			 return this.multiplyMatrices( m, n );
 
		 }
 
		 return this.multiplyMatrices( this, m );
 
	 },
 
	 multiplyMatrices: function ( a, b ) {
 
		 var ae = a.elements;
		 var be = b.elements;
		 var te = this.elements;
 
		 var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
		 var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
		 var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
		 var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
 
		 var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
		 var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
		 var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
		 var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
 
		 te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
		 te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
		 te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
		 te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
 
		 te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
		 te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
		 te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
		 te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
 
		 te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
		 te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
		 te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
		 te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
 
		 te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
		 te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
		 te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
		 te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
 
		 return this;
 
	 },
 
	 multiplyToArray: function ( a, b, r ) {
 
		 var te = this.elements;
 
		 this.multiplyMatrices( a, b );
 
		 r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
		 r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
		 r[ 8 ]  = te[ 8 ]; r[ 9 ]  = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
		 r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
 
		 return this;
 
	 },
 
	 multiplyScalar: function ( s ) {
 
		 var te = this.elements;
 
		 te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
		 te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
		 te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
		 te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
 
		 return this;
 
	 },
 
	 multiplyVector3: function ( vector ) {
 
		 console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
		 return vector.applyProjection( this );
 
	 },
 
	 multiplyVector4: function ( vector ) {
 
		 console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		 return vector.applyMatrix4( this );
 
	 },
 
	 multiplyVector3Array: function ( a ) {
 
		 console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
		 return this.applyToVector3Array( a );
 
	 },
 
	 applyToVector3Array: function () {
 
		 var v1;
 
		 return function ( array, offset, length ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
			 if ( offset === undefined ) offset = 0;
			 if ( length === undefined ) length = array.length;
 
			 for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
 
				 v1.fromArray( array, j );
				 v1.applyMatrix4( this );
				 v1.toArray( array, j );
 
			 }
 
			 return array;
 
		 };
 
	 }(),
 
	 applyToBuffer: function () {
 
		 var v1;
 
		 return function applyToBuffer( buffer, offset, length ) {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
			 if ( offset === undefined ) offset = 0;
			 if ( length === undefined ) length = buffer.length / buffer.itemSize;
 
			 for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
 
				 v1.x = buffer.getX( j );
				 v1.y = buffer.getY( j );
				 v1.z = buffer.getZ( j );
 
				 v1.applyMatrix4( this );
 
				 buffer.setXYZ( v1.x, v1.y, v1.z );
 
			 }
 
			 return buffer;
 
		 };
 
	 }(),
 
	 rotateAxis: function ( v ) {
 
		 console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
 
		 v.transformDirection( this );
 
	 },
 
	 crossVector: function ( vector ) {
 
		 console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		 return vector.applyMatrix4( this );
 
	 },
 
	 determinant: function () {
 
		 var te = this.elements;
 
		 var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
		 var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
		 var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
		 var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
 
		 //TODO: make this more efficient
		 //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
 
		 return (
			 n41 * (
				 + n14 * n23 * n32
					- n13 * n24 * n32
					- n14 * n22 * n33
					+ n12 * n24 * n33
					+ n13 * n22 * n34
					- n12 * n23 * n34
			 ) +
			 n42 * (
				 + n11 * n23 * n34
					- n11 * n24 * n33
					+ n14 * n21 * n33
					- n13 * n21 * n34
					+ n13 * n24 * n31
					- n14 * n23 * n31
			 ) +
			 n43 * (
				 + n11 * n24 * n32
					- n11 * n22 * n34
					- n14 * n21 * n32
					+ n12 * n21 * n34
					+ n14 * n22 * n31
					- n12 * n24 * n31
			 ) +
			 n44 * (
				 - n13 * n22 * n31
					- n11 * n23 * n32
					+ n11 * n22 * n33
					+ n13 * n21 * n32
					- n12 * n21 * n33
					+ n12 * n23 * n31
			 )
 
		 );
 
	 },
 
	 transpose: function () {
 
		 var te = this.elements;
		 var tmp;
 
		 tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
		 tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
		 tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
 
		 tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
		 tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
		 tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
 
		 return this;
 
	 },
 
	 flattenToArrayOffset: function ( array, offset ) {
 
		 var te = this.elements;
 
		 array[ offset ] = te[ 0 ];
		 array[ offset + 1 ] = te[ 1 ];
		 array[ offset + 2 ] = te[ 2 ];
		 array[ offset + 3 ] = te[ 3 ];
 
		 array[ offset + 4 ] = te[ 4 ];
		 array[ offset + 5 ] = te[ 5 ];
		 array[ offset + 6 ] = te[ 6 ];
		 array[ offset + 7 ] = te[ 7 ];
 
		 array[ offset + 8 ]  = te[ 8 ];
		 array[ offset + 9 ]  = te[ 9 ];
		 array[ offset + 10 ] = te[ 10 ];
		 array[ offset + 11 ] = te[ 11 ];
 
		 array[ offset + 12 ] = te[ 12 ];
		 array[ offset + 13 ] = te[ 13 ];
		 array[ offset + 14 ] = te[ 14 ];
		 array[ offset + 15 ] = te[ 15 ];
 
		 return array;
 
	 },
 
	 getPosition: function () {
 
		 var v1;
 
		 return function () {
 
			 if ( v1 === undefined ) v1 = new THREE.Vector3();
			 console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
 
			 var te = this.elements;
			 return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
 
		 };
 
	 }(),
 
	 setPosition: function ( v ) {
 
		 var te = this.elements;
 
		 te[ 12 ] = v.x;
		 te[ 13 ] = v.y;
		 te[ 14 ] = v.z;
 
		 return this;
 
	 },
 
	 getInverse: function ( m, throwOnInvertible ) {
 
		 // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
		 var te = this.elements;
		 var me = m.elements;
 
		 var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
		 var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
		 var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
		 var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
 
		 te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
		 te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
		 te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
		 te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
		 te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
		 te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
		 te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
		 te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
		 te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
		 te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
		 te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
		 te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
		 te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
		 te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
		 te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
		 te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
 
		 var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
 
		 if ( det === 0 ) {
 
			 var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
 
			 if ( throwOnInvertible || false ) {
 
				 throw new Error( msg );
 
			 } else {
 
				 console.warn( msg );
 
			 }
 
			 this.identity();
 
			 return this;
 
		 }
 
		 this.multiplyScalar( 1 / det );
 
		 return this;
 
	 },
 
	 translate: function ( v ) {
 
		 console.error( 'THREE.Matrix4: .translate() has been removed.' );
 
	 },
 
	 rotateX: function ( angle ) {
 
		 console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
 
	 },
 
	 rotateY: function ( angle ) {
 
		 console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
 
	 },
 
	 rotateZ: function ( angle ) {
 
		 console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
 
	 },
 
	 rotateByAxis: function ( axis, angle ) {
 
		 console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
 
	 },
 
	 scale: function ( v ) {
 
		 var te = this.elements;
		 var x = v.x, y = v.y, z = v.z;
 
		 te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
		 te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
		 te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
		 te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
 
		 return this;
 
	 },
 
	 getMaxScaleOnAxis: function () {
 
		 var te = this.elements;
 
		 var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
		 var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
		 var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
 
		 return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
 
	 },
 
	 makeTranslation: function ( x, y, z ) {
 
		 this.set(
 
			 1, 0, 0, x,
			 0, 1, 0, y,
			 0, 0, 1, z,
			 0, 0, 0, 1
 
		 );
 
		 return this;
 
	 },
 
	 makeRotationX: function ( theta ) {
 
		 var c = Math.cos( theta ), s = Math.sin( theta );
 
		 this.set(
 
			 1, 0,  0, 0,
			 0, c, - s, 0,
			 0, s,  c, 0,
			 0, 0,  0, 1
 
		 );
 
		 return this;
 
	 },
 
	 makeRotationY: function ( theta ) {
 
		 var c = Math.cos( theta ), s = Math.sin( theta );
 
		 this.set(
 
				c, 0, s, 0,
				0, 1, 0, 0,
			 - s, 0, c, 0,
				0, 0, 0, 1
 
		 );
 
		 return this;
 
	 },
 
	 makeRotationZ: function ( theta ) {
 
		 var c = Math.cos( theta ), s = Math.sin( theta );
 
		 this.set(
 
			 c, - s, 0, 0,
			 s,  c, 0, 0,
			 0,  0, 1, 0,
			 0,  0, 0, 1
 
		 );
 
		 return this;
 
	 },
 
	 makeRotationAxis: function ( axis, angle ) {
 
		 // Based on http://www.gamedev.net/reference/articles/article1199.asp
 
		 var c = Math.cos( angle );
		 var s = Math.sin( angle );
		 var t = 1 - c;
		 var x = axis.x, y = axis.y, z = axis.z;
		 var tx = t * x, ty = t * y;
 
		 this.set(
 
			 tx * x + c, tx * y - s * z, tx * z + s * y, 0,
			 tx * y + s * z, ty * y + c, ty * z - s * x, 0,
			 tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
			 0, 0, 0, 1
 
		 );
 
			return this;
 
	 },
 
	 makeScale: function ( x, y, z ) {
 
		 this.set(
 
			 x, 0, 0, 0,
			 0, y, 0, 0,
			 0, 0, z, 0,
			 0, 0, 0, 1
 
		 );
 
		 return this;
 
	 },
 
	 compose: function ( position, quaternion, scale ) {
 
		 this.makeRotationFromQuaternion( quaternion );
		 this.scale( scale );
		 this.setPosition( position );
 
		 return this;
 
	 },
 
	 decompose: function () {
 
		 var vector, matrix;
 
		 return function ( position, quaternion, scale ) {
 
			 if ( vector === undefined ) vector = new THREE.Vector3();
			 if ( matrix === undefined ) matrix = new THREE.Matrix4();
 
			 var te = this.elements;
 
			 var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
			 var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
			 var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
 
			 // if determine is negative, we need to invert one scale
			 var det = this.determinant();
			 if ( det < 0 ) {
 
				 sx = - sx;
 
			 }
 
			 position.x = te[ 12 ];
			 position.y = te[ 13 ];
			 position.z = te[ 14 ];
 
			 // scale the rotation part
 
			 matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
 
			 var invSX = 1 / sx;
			 var invSY = 1 / sy;
			 var invSZ = 1 / sz;
 
			 matrix.elements[ 0 ] *= invSX;
			 matrix.elements[ 1 ] *= invSX;
			 matrix.elements[ 2 ] *= invSX;
 
			 matrix.elements[ 4 ] *= invSY;
			 matrix.elements[ 5 ] *= invSY;
			 matrix.elements[ 6 ] *= invSY;
 
			 matrix.elements[ 8 ] *= invSZ;
			 matrix.elements[ 9 ] *= invSZ;
			 matrix.elements[ 10 ] *= invSZ;
 
			 quaternion.setFromRotationMatrix( matrix );
 
			 scale.x = sx;
			 scale.y = sy;
			 scale.z = sz;
 
			 return this;
 
		 };
 
	 }(),
 
	 makeFrustum: function ( left, right, bottom, top, near, far ) {
 
		 var te = this.elements;
		 var x = 2 * near / ( right - left );
		 var y = 2 * near / ( top - bottom );
 
		 var a = ( right + left ) / ( right - left );
		 var b = ( top + bottom ) / ( top - bottom );
		 var c = - ( far + near ) / ( far - near );
		 var d = - 2 * far * near / ( far - near );
 
		 te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
		 te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
		 te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
		 te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;
 
		 return this;
 
	 },
 
	 makePerspective: function ( fov, aspect, near, far ) {
 
		 var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
		 var ymin = - ymax;
		 var xmin = ymin * aspect;
		 var xmax = ymax * aspect;
 
		 return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
 
	 },
 
	 makeOrthographic: function ( left, right, top, bottom, near, far ) {
 
		 var te = this.elements;
		 var w = right - left;
		 var h = top - bottom;
		 var p = far - near;
 
		 var x = ( right + left ) / w;
		 var y = ( top + bottom ) / h;
		 var z = ( far + near ) / p;
 
		 te[ 0 ] = 2 / w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
		 te[ 1 ] = 0;	te[ 5 ] = 2 / h;	te[ 9 ] = 0;	te[ 13 ] = - y;
		 te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 / p;	te[ 14 ] = - z;
		 te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;
 
		 return this;
 
	 },
 
	 equals: function ( matrix ) {
 
		 var te = this.elements;
		 var me = matrix.elements;
 
		 for ( var i = 0; i < 16; i ++ ) {
 
			 if ( te[ i ] !== me[ i ] ) return false;
 
		 }
 
		 return true;
 
	 },
 
	 fromArray: function ( array ) {
 
		 this.elements.set( array );
 
		 return this;
 
	 },
 
	 toArray: function () {
 
		 var te = this.elements;
 
		 return [
			 te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
			 te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
			 te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
			 te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
		 ];
 
	 }
 
 };
 
 // File:src/math/Ray.js
 
 /**
	* @author bhouston / http://clara.io
	*/
 
 THREE.Ray = function ( origin, direction ) {
 
	 this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
	 this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
 
 };
 
 THREE.Ray.prototype = {
 
	 constructor: THREE.Ray,
 
	 set: function ( origin, direction ) {
 
		 this.origin.copy( origin );
		 this.direction.copy( direction );
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( ray ) {
 
		 this.origin.copy( ray.origin );
		 this.direction.copy( ray.direction );
 
		 return this;
 
	 },
 
	 at: function ( t, optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
 
	 },
 
	 recast: function () {
 
		 var v1 = new THREE.Vector3();
 
		 return function ( t ) {
 
			 this.origin.copy( this.at( t, v1 ) );
 
			 return this;
 
		 };
 
	 }(),
 
	 closestPointToPoint: function ( point, optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 result.subVectors( point, this.origin );
		 var directionDistance = result.dot( this.direction );
 
		 if ( directionDistance < 0 ) {
 
			 return result.copy( this.origin );
 
		 }
 
		 return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
 
	 },
 
	 distanceToPoint: function ( point ) {
 
		 return Math.sqrt( this.distanceSqToPoint( point ) );
 
	 },
 
	 distanceSqToPoint: function () {
 
		 var v1 = new THREE.Vector3();
 
		 return function ( point ) {
 
			 var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
 
			 // point behind the ray
 
			 if ( directionDistance < 0 ) {
 
				 return this.origin.distanceToSquared( point );
 
			 }
 
			 v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
 
			 return v1.distanceToSquared( point );
 
		 };
 
	 }(),
 
	 distanceSqToSegment: function () {
 
		 var segCenter = new THREE.Vector3();
		 var segDir = new THREE.Vector3();
		 var diff = new THREE.Vector3();
 
		 return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
 
			 // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
			 // It returns the min distance between the ray and the segment
			 // defined by v0 and v1
			 // It can also set two optional targets :
			 // - The closest point on the ray
			 // - The closest point on the segment
 
			 segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
			 segDir.copy( v1 ).sub( v0 ).normalize();
			 diff.copy( this.origin ).sub( segCenter );
 
			 var segExtent = v0.distanceTo( v1 ) * 0.5;
			 var a01 = - this.direction.dot( segDir );
			 var b0 = diff.dot( this.direction );
			 var b1 = - diff.dot( segDir );
			 var c = diff.lengthSq();
			 var det = Math.abs( 1 - a01 * a01 );
			 var s0, s1, sqrDist, extDet;
 
			 if ( det > 0 ) {
 
				 // The ray and segment are not parallel.
 
				 s0 = a01 * b1 - b0;
				 s1 = a01 * b0 - b1;
				 extDet = segExtent * det;
 
				 if ( s0 >= 0 ) {
 
					 if ( s1 >= - extDet ) {
 
						 if ( s1 <= extDet ) {
 
							 // region 0
							 // Minimum at interior points of ray and segment.
 
							 var invDet = 1 / det;
							 s0 *= invDet;
							 s1 *= invDet;
							 sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
 
						 } else {
 
							 // region 1
 
							 s1 = segExtent;
							 s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
							 sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
						 }
 
					 } else {
 
						 // region 5
 
						 s1 = - segExtent;
						 s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
						 sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
					 }
 
				 } else {
 
					 if ( s1 <= - extDet ) {
 
						 // region 4
 
						 s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
						 s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
						 sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
					 } else if ( s1 <= extDet ) {
 
						 // region 3
 
						 s0 = 0;
						 s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
						 sqrDist = s1 * ( s1 + 2 * b1 ) + c;
 
					 } else {
 
						 // region 2
 
						 s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
						 s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
						 sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
					 }
 
				 }
 
			 } else {
 
				 // Ray and segment are parallel.
 
				 s1 = ( a01 > 0 ) ? - segExtent : segExtent;
				 s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
				 sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 
			 }
 
			 if ( optionalPointOnRay ) {
 
				 optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
 
			 }
 
			 if ( optionalPointOnSegment ) {
 
				 optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
 
			 }
 
			 return sqrDist;
 
		 };
 
	 }(),
 
 
	 isIntersectionSphere: function ( sphere ) {
 
		 return this.distanceToPoint( sphere.center ) <= sphere.radius;
 
	 },
 
	 intersectSphere: function () {
 
		 // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
 
		 var v1 = new THREE.Vector3();
 
		 return function ( sphere, optionalTarget ) {
 
			 v1.subVectors( sphere.center, this.origin );
 
			 var tca = v1.dot( this.direction );
 
			 var d2 = v1.dot( v1 ) - tca * tca;
 
			 var radius2 = sphere.radius * sphere.radius;
 
			 if ( d2 > radius2 ) return null;
 
			 var thc = Math.sqrt( radius2 - d2 );
 
			 // t0 = first intersect point - entrance on front of sphere
			 var t0 = tca - thc;
 
			 // t1 = second intersect point - exit point on back of sphere
			 var t1 = tca + thc;
 
			 // test to see if both t0 and t1 are behind the ray - if so, return null
			 if ( t0 < 0 && t1 < 0 ) return null;
 
			 // test to see if t0 is behind the ray:
			 // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
			 // in order to always return an intersect point that is in front of the ray.
			 if ( t0 < 0 ) return this.at( t1, optionalTarget );
 
			 // else t0 is in front of the ray, so return the first collision point scaled by t0
			 return this.at( t0, optionalTarget );
 
		 }
 
	 }(),
 
	 isIntersectionPlane: function ( plane ) {
 
		 // check if the ray lies on the plane first
 
		 var distToPoint = plane.distanceToPoint( this.origin );
 
		 if ( distToPoint === 0 ) {
 
			 return true;
 
		 }
 
		 var denominator = plane.normal.dot( this.direction );
 
		 if ( denominator * distToPoint < 0 ) {
 
			 return true;
 
		 }
 
		 // ray origin is behind the plane (and is pointing behind it)
 
		 return false;
 
	 },
 
	 distanceToPlane: function ( plane ) {
 
		 var denominator = plane.normal.dot( this.direction );
		 if ( denominator === 0 ) {
 
			 // line is coplanar, return origin
			 if ( plane.distanceToPoint( this.origin ) === 0 ) {
 
				 return 0;
 
			 }
 
			 // Null is preferable to undefined since undefined means.... it is undefined
 
			 return null;
 
		 }
 
		 var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
 
		 // Return if the ray never intersects the plane
 
		 return t >= 0 ? t :  null;
 
	 },
 
	 intersectPlane: function ( plane, optionalTarget ) {
 
		 var t = this.distanceToPlane( plane );
 
		 if ( t === null ) {
 
			 return null;
 
		 }
 
		 return this.at( t, optionalTarget );
 
	 },
 
	 isIntersectionBox: function () {
 
		 var v = new THREE.Vector3();
 
		 return function ( box ) {
 
			 return this.intersectBox( box, v ) !== null;
 
		 };
 
	 }(),
 
	 intersectBox: function ( box, optionalTarget ) {
 
		 // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
 
		 var tmin, tmax, tymin, tymax, tzmin, tzmax;
 
		 var invdirx = 1 / this.direction.x,
			 invdiry = 1 / this.direction.y,
			 invdirz = 1 / this.direction.z;
 
		 var origin = this.origin;
 
		 if ( invdirx >= 0 ) {
 
			 tmin = ( box.min.x - origin.x ) * invdirx;
			 tmax = ( box.max.x - origin.x ) * invdirx;
 
		 } else {
 
			 tmin = ( box.max.x - origin.x ) * invdirx;
			 tmax = ( box.min.x - origin.x ) * invdirx;
 
		 }
 
		 if ( invdiry >= 0 ) {
 
			 tymin = ( box.min.y - origin.y ) * invdiry;
			 tymax = ( box.max.y - origin.y ) * invdiry;
 
		 } else {
 
			 tymin = ( box.max.y - origin.y ) * invdiry;
			 tymax = ( box.min.y - origin.y ) * invdiry;
 
		 }
 
		 if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
 
		 // These lines also handle the case where tmin or tmax is NaN
		 // (result of 0 * Infinity). x !== x returns true if x is NaN
 
		 if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
 
		 if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
 
		 if ( invdirz >= 0 ) {
 
			 tzmin = ( box.min.z - origin.z ) * invdirz;
			 tzmax = ( box.max.z - origin.z ) * invdirz;
 
		 } else {
 
			 tzmin = ( box.max.z - origin.z ) * invdirz;
			 tzmax = ( box.min.z - origin.z ) * invdirz;
 
		 }
 
		 if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
 
		 if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
 
		 if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
 
		 //return point closest to the ray (positive side)
 
		 if ( tmax < 0 ) return null;
 
		 return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
 
	 },
 
	 intersectTriangle: function () {
 
		 // Compute the offset origin, edges, and normal.
		 var diff = new THREE.Vector3();
		 var edge1 = new THREE.Vector3();
		 var edge2 = new THREE.Vector3();
		 var normal = new THREE.Vector3();
 
		 return function ( a, b, c, backfaceCulling, optionalTarget ) {
 
			 // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
 
			 edge1.subVectors( b, a );
			 edge2.subVectors( c, a );
			 normal.crossVectors( edge1, edge2 );
 
			 // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
			 // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
			 //   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
			 //   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
			 //   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
			 var DdN = this.direction.dot( normal );
			 var sign;
 
			 if ( DdN > 0 ) {
 
				 if ( backfaceCulling ) return null;
				 sign = 1;
 
			 } else if ( DdN < 0 ) {
 
				 sign = - 1;
				 DdN = - DdN;
 
			 } else {
 
				 return null;
 
			 }
 
			 diff.subVectors( this.origin, a );
			 var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
 
			 // b1 < 0, no intersection
			 if ( DdQxE2 < 0 ) {
 
				 return null;
 
			 }
 
			 var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
 
			 // b2 < 0, no intersection
			 if ( DdE1xQ < 0 ) {
 
				 return null;
 
			 }
 
			 // b1+b2 > 1, no intersection
			 if ( DdQxE2 + DdE1xQ > DdN ) {
 
				 return null;
 
			 }
 
			 // Line intersects triangle, check if ray does.
			 var QdN = - sign * diff.dot( normal );
 
			 // t < 0, no intersection
			 if ( QdN < 0 ) {
 
				 return null;
 
			 }
 
			 // Ray intersects triangle.
			 return this.at( QdN / DdN, optionalTarget );
 
		 };
 
	 }(),
 
	 applyMatrix4: function ( matrix4 ) {
 
		 this.direction.add( this.origin ).applyMatrix4( matrix4 );
		 this.origin.applyMatrix4( matrix4 );
		 this.direction.sub( this.origin );
		 this.direction.normalize();
 
		 return this;
 
	 },
 
	 equals: function ( ray ) {
 
		 return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
 
	 }
 
 };
 
 // File:src/math/Sphere.js
 
 /**
	* @author bhouston / http://clara.io
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Sphere = function ( center, radius ) {
 
	 this.center = ( center !== undefined ) ? center : new THREE.Vector3();
	 this.radius = ( radius !== undefined ) ? radius : 0;
 
 };
 
 THREE.Sphere.prototype = {
 
	 constructor: THREE.Sphere,
 
	 set: function ( center, radius ) {
 
		 this.center.copy( center );
		 this.radius = radius;
 
		 return this;
 
	 },
 
	 setFromPoints: function () {
 
		 var box = new THREE.Box3();
 
		 return function ( points, optionalCenter ) {
 
			 var center = this.center;
 
			 if ( optionalCenter !== undefined ) {
 
				 center.copy( optionalCenter );
 
			 } else {
 
				 box.setFromPoints( points ).center( center );
 
			 }
 
			 var maxRadiusSq = 0;
 
			 for ( var i = 0, il = points.length; i < il; i ++ ) {
 
				 maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
 
			 }
 
			 this.radius = Math.sqrt( maxRadiusSq );
 
			 return this;
 
		 };
 
	 }(),
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( sphere ) {
 
		 this.center.copy( sphere.center );
		 this.radius = sphere.radius;
 
		 return this;
 
	 },
 
	 empty: function () {
 
		 return ( this.radius <= 0 );
 
	 },
 
	 containsPoint: function ( point ) {
 
		 return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
 
	 },
 
	 distanceToPoint: function ( point ) {
 
		 return ( point.distanceTo( this.center ) - this.radius );
 
	 },
 
	 intersectsSphere: function ( sphere ) {
 
		 var radiusSum = this.radius + sphere.radius;
 
		 return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
 
	 },
 
	 clampPoint: function ( point, optionalTarget ) {
 
		 var deltaLengthSq = this.center.distanceToSquared( point );
 
		 var result = optionalTarget || new THREE.Vector3();
		 result.copy( point );
 
		 if ( deltaLengthSq > ( this.radius * this.radius ) ) {
 
			 result.sub( this.center ).normalize();
			 result.multiplyScalar( this.radius ).add( this.center );
 
		 }
 
		 return result;
 
	 },
 
	 getBoundingBox: function ( optionalTarget ) {
 
		 var box = optionalTarget || new THREE.Box3();
 
		 box.set( this.center, this.center );
		 box.expandByScalar( this.radius );
 
		 return box;
 
	 },
 
	 applyMatrix4: function ( matrix ) {
 
		 this.center.applyMatrix4( matrix );
		 this.radius = this.radius * matrix.getMaxScaleOnAxis();
 
		 return this;
 
	 },
 
	 translate: function ( offset ) {
 
		 this.center.add( offset );
 
		 return this;
 
	 },
 
	 equals: function ( sphere ) {
 
		 return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
 
	 }
 
 };
 
 // File:src/math/Frustum.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	* @author bhouston / http://clara.io
	*/
 
 THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
 
	 this.planes = [
 
		 ( p0 !== undefined ) ? p0 : new THREE.Plane(),
		 ( p1 !== undefined ) ? p1 : new THREE.Plane(),
		 ( p2 !== undefined ) ? p2 : new THREE.Plane(),
		 ( p3 !== undefined ) ? p3 : new THREE.Plane(),
		 ( p4 !== undefined ) ? p4 : new THREE.Plane(),
		 ( p5 !== undefined ) ? p5 : new THREE.Plane()
 
	 ];
 
 };
 
 THREE.Frustum.prototype = {
 
	 constructor: THREE.Frustum,
 
	 set: function ( p0, p1, p2, p3, p4, p5 ) {
 
		 var planes = this.planes;
 
		 planes[ 0 ].copy( p0 );
		 planes[ 1 ].copy( p1 );
		 planes[ 2 ].copy( p2 );
		 planes[ 3 ].copy( p3 );
		 planes[ 4 ].copy( p4 );
		 planes[ 5 ].copy( p5 );
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( frustum ) {
 
		 var planes = this.planes;
 
		 for ( var i = 0; i < 6; i ++ ) {
 
			 planes[ i ].copy( frustum.planes[ i ] );
 
		 }
 
		 return this;
 
	 },
 
	 setFromMatrix: function ( m ) {
 
		 var planes = this.planes;
		 var me = m.elements;
		 var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
		 var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
		 var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
		 var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
 
		 planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
		 planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
		 planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
		 planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
		 planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
		 planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
 
		 return this;
 
	 },
 
	 intersectsObject: function () {
 
		 var sphere = new THREE.Sphere();
 
		 return function ( object ) {
 
			 var geometry = object.geometry;
 
			 if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 
			 sphere.copy( geometry.boundingSphere );
			 sphere.applyMatrix4( object.matrixWorld );
 
			 return this.intersectsSphere( sphere );
 
		 };
 
	 }(),
 
	 intersectsSphere: function ( sphere ) {
 
		 var planes = this.planes;
		 var center = sphere.center;
		 var negRadius = - sphere.radius;
 
		 for ( var i = 0; i < 6; i ++ ) {
 
			 var distance = planes[ i ].distanceToPoint( center );
 
			 if ( distance < negRadius ) {
 
				 return false;
 
			 }
 
		 }
 
		 return true;
 
	 },
 
	 intersectsBox: function () {
 
		 var p1 = new THREE.Vector3(),
			 p2 = new THREE.Vector3();
 
		 return function ( box ) {
 
			 var planes = this.planes;
 
			 for ( var i = 0; i < 6 ; i ++ ) {
 
				 var plane = planes[ i ];
 
				 p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
				 p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
				 p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
				 p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
				 p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
				 p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
 
				 var d1 = plane.distanceToPoint( p1 );
				 var d2 = plane.distanceToPoint( p2 );
 
				 // if both outside plane, no intersection
 
				 if ( d1 < 0 && d2 < 0 ) {
 
					 return false;
 
				 }
 
			 }
 
			 return true;
 
		 };
 
	 }(),
 
 
	 containsPoint: function ( point ) {
 
		 var planes = this.planes;
 
		 for ( var i = 0; i < 6; i ++ ) {
 
			 if ( planes[ i ].distanceToPoint( point ) < 0 ) {
 
				 return false;
 
			 }
 
		 }
 
		 return true;
 
	 }
 
 };
 
 // File:src/math/Plane.js
 
 /**
	* @author bhouston / http://clara.io
	*/
 
 THREE.Plane = function ( normal, constant ) {
 
	 this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
	 this.constant = ( constant !== undefined ) ? constant : 0;
 
 };
 
 THREE.Plane.prototype = {
 
	 constructor: THREE.Plane,
 
	 set: function ( normal, constant ) {
 
		 this.normal.copy( normal );
		 this.constant = constant;
 
		 return this;
 
	 },
 
	 setComponents: function ( x, y, z, w ) {
 
		 this.normal.set( x, y, z );
		 this.constant = w;
 
		 return this;
 
	 },
 
	 setFromNormalAndCoplanarPoint: function ( normal, point ) {
 
		 this.normal.copy( normal );
		 this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized
 
		 return this;
 
	 },
 
	 setFromCoplanarPoints: function () {
 
		 var v1 = new THREE.Vector3();
		 var v2 = new THREE.Vector3();
 
		 return function ( a, b, c ) {
 
			 var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
 
			 // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
 
			 this.setFromNormalAndCoplanarPoint( normal, a );
 
			 return this;
 
		 };
 
	 }(),
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( plane ) {
 
		 this.normal.copy( plane.normal );
		 this.constant = plane.constant;
 
		 return this;
 
	 },
 
	 normalize: function () {
 
		 // Note: will lead to a divide by zero if the plane is invalid.
 
		 var inverseNormalLength = 1.0 / this.normal.length();
		 this.normal.multiplyScalar( inverseNormalLength );
		 this.constant *= inverseNormalLength;
 
		 return this;
 
	 },
 
	 negate: function () {
 
		 this.constant *= - 1;
		 this.normal.negate();
 
		 return this;
 
	 },
 
	 distanceToPoint: function ( point ) {
 
		 return this.normal.dot( point ) + this.constant;
 
	 },
 
	 distanceToSphere: function ( sphere ) {
 
		 return this.distanceToPoint( sphere.center ) - sphere.radius;
 
	 },
 
	 projectPoint: function ( point, optionalTarget ) {
 
		 return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
 
	 },
 
	 orthoPoint: function ( point, optionalTarget ) {
 
		 var perpendicularMagnitude = this.distanceToPoint( point );
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
 
	 },
 
	 isIntersectionLine: function ( line ) {
 
		 // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
 
		 var startSign = this.distanceToPoint( line.start );
		 var endSign = this.distanceToPoint( line.end );
 
		 return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
 
	 },
 
	 intersectLine: function () {
 
		 var v1 = new THREE.Vector3();
 
		 return function ( line, optionalTarget ) {
 
			 var result = optionalTarget || new THREE.Vector3();
 
			 var direction = line.delta( v1 );
 
			 var denominator = this.normal.dot( direction );
 
			 if ( denominator === 0 ) {
 
				 // line is coplanar, return origin
				 if ( this.distanceToPoint( line.start ) === 0 ) {
 
					 return result.copy( line.start );
 
				 }
 
				 // Unsure if this is the correct method to handle this case.
				 return undefined;
 
			 }
 
			 var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
 
			 if ( t < 0 || t > 1 ) {
 
				 return undefined;
 
			 }
 
			 return result.copy( direction ).multiplyScalar( t ).add( line.start );
 
		 };
 
	 }(),
 
 
	 coplanarPoint: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.copy( this.normal ).multiplyScalar( - this.constant );
 
	 },
 
	 applyMatrix4: function () {
 
		 var v1 = new THREE.Vector3();
		 var v2 = new THREE.Vector3();
		 var m1 = new THREE.Matrix3();
 
		 return function ( matrix, optionalNormalMatrix ) {
 
			 // compute new normal based on theory here:
			 // http://www.songho.ca/opengl/gl_normaltransform.html
			 var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
			 var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
 
			 var newCoplanarPoint = this.coplanarPoint( v2 );
			 newCoplanarPoint.applyMatrix4( matrix );
 
			 this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
 
			 return this;
 
		 };
 
	 }(),
 
	 translate: function ( offset ) {
 
		 this.constant = this.constant - offset.dot( this.normal );
 
		 return this;
 
	 },
 
	 equals: function ( plane ) {
 
		 return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
 
	 }
 
 };
 
 // File:src/math/Math.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Math = {
 
	 generateUUID: function () {
 
		 // http://www.broofa.com/Tools/Math.uuid.htm
 
		 var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
		 var uuid = new Array( 36 );
		 var rnd = 0, r;
 
		 return function () {
 
			 for ( var i = 0; i < 36; i ++ ) {
 
				 if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
 
					 uuid[ i ] = '-';
 
				 } else if ( i === 14 ) {
 
					 uuid[ i ] = '4';
 
				 } else {
 
					 if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
					 r = rnd & 0xf;
					 rnd = rnd >> 4;
					 uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
 
				 }
 
			 }
 
			 return uuid.join( '' );
 
		 };
 
	 }(),
 
	 clamp: function ( value, min, max ) {
 
		 return Math.max( min, Math.min( max, value ) );
 
	 },
 
	 // compute euclidian modulo of m % n
	 // https://en.wikipedia.org/wiki/Modulo_operation
 
	 euclideanModulo: function ( n, m ) {
 
		 return ( ( n % m ) + m ) % m;
 
	 },
 
	 // Linear mapping from range <a1, a2> to range <b1, b2>
 
	 mapLinear: function ( x, a1, a2, b1, b2 ) {
 
		 return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
 
	 },
 
	 // http://en.wikipedia.org/wiki/Smoothstep
 
	 smoothstep: function ( x, min, max ) {
 
		 if ( x <= min ) return 0;
		 if ( x >= max ) return 1;
 
		 x = ( x - min ) / ( max - min );
 
		 return x * x * ( 3 - 2 * x );
 
	 },
 
	 smootherstep: function ( x, min, max ) {
 
		 if ( x <= min ) return 0;
		 if ( x >= max ) return 1;
 
		 x = ( x - min ) / ( max - min );
 
		 return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
 
	 },
 
	 // Random float from <0, 1> with 16 bits of randomness
	 // (standard Math.random() creates repetitive patterns when applied over larger space)
 
	 random16: function () {
 
		 return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
 
	 },
 
	 // Random integer from <low, high> interval
 
	 randInt: function ( low, high ) {
 
		 return low + Math.floor( Math.random() * ( high - low + 1 ) );
 
	 },
 
	 // Random float from <low, high> interval
 
	 randFloat: function ( low, high ) {
 
		 return low + Math.random() * ( high - low );
 
	 },
 
	 // Random float from <-range/2, range/2> interval
 
	 randFloatSpread: function ( range ) {
 
		 return range * ( 0.5 - Math.random() );
 
	 },
 
	 degToRad: function () {
 
		 var degreeToRadiansFactor = Math.PI / 180;
 
		 return function ( degrees ) {
 
			 return degrees * degreeToRadiansFactor;
 
		 };
 
	 }(),
 
	 radToDeg: function () {
 
		 var radianToDegreesFactor = 180 / Math.PI;
 
		 return function ( radians ) {
 
			 return radians * radianToDegreesFactor;
 
		 };
 
	 }(),
 
	 isPowerOfTwo: function ( value ) {
 
		 return ( value & ( value - 1 ) ) === 0 && value !== 0;
 
	 },
 
	 nearestPowerOfTwo: function ( value ) {
 
		 return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
 
	 },
 
	 nextPowerOfTwo: function ( value ) {
 
		 value --;
		 value |= value >> 1;
		 value |= value >> 2;
		 value |= value >> 4;
		 value |= value >> 8;
		 value |= value >> 16;
		 value ++;
 
		 return value;
 
	 }
 
 };
 
 // File:src/math/Spline.js
 
 /**
	* Spline from Tween.js, slightly optimized (and trashed)
	* http://sole.github.com/tween.js/examples/05_spline.html
	*
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Spline = function ( points ) {
 
	 this.points = points;
 
	 var c = [], v3 = { x: 0, y: 0, z: 0 },
	 point, intPoint, weight, w2, w3,
	 pa, pb, pc, pd;
 
	 this.initFromArray = function ( a ) {
 
		 this.points = [];
 
		 for ( var i = 0; i < a.length; i ++ ) {
 
			 this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
 
		 }
 
	 };
 
	 this.getPoint = function ( k ) {
 
		 point = ( this.points.length - 1 ) * k;
		 intPoint = Math.floor( point );
		 weight = point - intPoint;
 
		 c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
		 c[ 1 ] = intPoint;
		 c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
		 c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
 
		 pa = this.points[ c[ 0 ] ];
		 pb = this.points[ c[ 1 ] ];
		 pc = this.points[ c[ 2 ] ];
		 pd = this.points[ c[ 3 ] ];
 
		 w2 = weight * weight;
		 w3 = weight * w2;
 
		 v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
		 v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
		 v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
 
		 return v3;
 
	 };
 
	 this.getControlPointsArray = function () {
 
		 var i, p, l = this.points.length,
			 coords = [];
 
		 for ( i = 0; i < l; i ++ ) {
 
			 p = this.points[ i ];
			 coords[ i ] = [ p.x, p.y, p.z ];
 
		 }
 
		 return coords;
 
	 };
 
	 // approximate length by summing linear segments
 
	 this.getLength = function ( nSubDivisions ) {
 
		 var i, index, nSamples, position,
			 point = 0, intPoint = 0, oldIntPoint = 0,
			 oldPosition = new THREE.Vector3(),
			 tmpVec = new THREE.Vector3(),
			 chunkLengths = [],
			 totalLength = 0;
 
		 // first point has 0 length
 
		 chunkLengths[ 0 ] = 0;
 
		 if ( ! nSubDivisions ) nSubDivisions = 100;
 
		 nSamples = this.points.length * nSubDivisions;
 
		 oldPosition.copy( this.points[ 0 ] );
 
		 for ( i = 1; i < nSamples; i ++ ) {
 
			 index = i / nSamples;
 
			 position = this.getPoint( index );
			 tmpVec.copy( position );
 
			 totalLength += tmpVec.distanceTo( oldPosition );
 
			 oldPosition.copy( position );
 
			 point = ( this.points.length - 1 ) * index;
			 intPoint = Math.floor( point );
 
			 if ( intPoint !== oldIntPoint ) {
 
				 chunkLengths[ intPoint ] = totalLength;
				 oldIntPoint = intPoint;
 
			 }
 
		 }
 
		 // last point ends with total length
 
		 chunkLengths[ chunkLengths.length ] = totalLength;
 
		 return { chunks: chunkLengths, total: totalLength };
 
	 };
 
	 this.reparametrizeByArcLength = function ( samplingCoef ) {
 
		 var i, j,
			 index, indexCurrent, indexNext,
			 realDistance,
			 sampling, position,
			 newpoints = [],
			 tmpVec = new THREE.Vector3(),
			 sl = this.getLength();
 
		 newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
 
		 for ( i = 1; i < this.points.length; i ++ ) {
 
			 //tmpVec.copy( this.points[ i - 1 ] );
			 //linearDistance = tmpVec.distanceTo( this.points[ i ] );
 
			 realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
 
			 sampling = Math.ceil( samplingCoef * realDistance / sl.total );
 
			 indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
			 indexNext = i / ( this.points.length - 1 );
 
			 for ( j = 1; j < sampling - 1; j ++ ) {
 
				 index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
 
				 position = this.getPoint( index );
				 newpoints.push( tmpVec.copy( position ).clone() );
 
			 }
 
			 newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
 
		 }
 
		 this.points = newpoints;
 
	 };
 
	 // Catmull-Rom
 
	 function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
 
		 var v0 = ( p2 - p0 ) * 0.5,
			 v1 = ( p3 - p1 ) * 0.5;
 
		 return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
 
	 }
 
 };
 
 // File:src/math/Triangle.js
 
 /**
	* @author bhouston / http://clara.io
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Triangle = function ( a, b, c ) {
 
	 this.a = ( a !== undefined ) ? a : new THREE.Vector3();
	 this.b = ( b !== undefined ) ? b : new THREE.Vector3();
	 this.c = ( c !== undefined ) ? c : new THREE.Vector3();
 
 };
 
 THREE.Triangle.normal = function () {
 
	 var v0 = new THREE.Vector3();
 
	 return function ( a, b, c, optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 result.subVectors( c, b );
		 v0.subVectors( a, b );
		 result.cross( v0 );
 
		 var resultLengthSq = result.lengthSq();
		 if ( resultLengthSq > 0 ) {
 
			 return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
 
		 }
 
		 return result.set( 0, 0, 0 );
 
	 };
 
 }();
 
 // static/instance method to calculate barycentric coordinates
 // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
 THREE.Triangle.barycoordFromPoint = function () {
 
	 var v0 = new THREE.Vector3();
	 var v1 = new THREE.Vector3();
	 var v2 = new THREE.Vector3();
 
	 return function ( point, a, b, c, optionalTarget ) {
 
		 v0.subVectors( c, a );
		 v1.subVectors( b, a );
		 v2.subVectors( point, a );
 
		 var dot00 = v0.dot( v0 );
		 var dot01 = v0.dot( v1 );
		 var dot02 = v0.dot( v2 );
		 var dot11 = v1.dot( v1 );
		 var dot12 = v1.dot( v2 );
 
		 var denom = ( dot00 * dot11 - dot01 * dot01 );
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 // collinear or singular triangle
		 if ( denom === 0 ) {
 
			 // arbitrary location outside of triangle?
			 // not sure if this is the best idea, maybe should be returning undefined
			 return result.set( - 2, - 1, - 1 );
 
		 }
 
		 var invDenom = 1 / denom;
		 var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
		 var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
 
		 // barycentric coordinates must always sum to 1
		 return result.set( 1 - u - v, v, u );
 
	 };
 
 }();
 
 THREE.Triangle.containsPoint = function () {
 
	 var v1 = new THREE.Vector3();
 
	 return function ( point, a, b, c ) {
 
		 var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
 
		 return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
 
	 };
 
 }();
 
 THREE.Triangle.prototype = {
 
	 constructor: THREE.Triangle,
 
	 set: function ( a, b, c ) {
 
		 this.a.copy( a );
		 this.b.copy( b );
		 this.c.copy( c );
 
		 return this;
 
	 },
 
	 setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
 
		 this.a.copy( points[ i0 ] );
		 this.b.copy( points[ i1 ] );
		 this.c.copy( points[ i2 ] );
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( triangle ) {
 
		 this.a.copy( triangle.a );
		 this.b.copy( triangle.b );
		 this.c.copy( triangle.c );
 
		 return this;
 
	 },
 
	 area: function () {
 
		 var v0 = new THREE.Vector3();
		 var v1 = new THREE.Vector3();
 
		 return function () {
 
			 v0.subVectors( this.c, this.b );
			 v1.subVectors( this.a, this.b );
 
			 return v0.cross( v1 ).length() * 0.5;
 
		 };
 
	 }(),
 
	 midpoint: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
		 return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
 
	 },
 
	 normal: function ( optionalTarget ) {
 
		 return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
 
	 },
 
	 plane: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Plane();
 
		 return result.setFromCoplanarPoints( this.a, this.b, this.c );
 
	 },
 
	 barycoordFromPoint: function ( point, optionalTarget ) {
 
		 return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
 
	 },
 
	 containsPoint: function ( point ) {
 
		 return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
 
	 },
 
	 equals: function ( triangle ) {
 
		 return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
 
	 }
 
 };
 
 // File:src/core/Channels.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Channels = function () {
 
	 this.mask = 1;
 
 };
 
 THREE.Channels.prototype = {
 
	 constructor: THREE.Channels,
 
	 set: function ( channel ) {
 
		 this.mask = 1 << channel;
 
	 },
 
	 enable: function ( channel ) {
 
		 this.mask |= 1 << channel;
 
	 },
 
	 toggle: function ( channel ) {
 
		 this.mask ^= 1 << channel;
 
	 },
 
	 disable: function ( channel ) {
 
		 this.mask &= ~ ( 1 << channel );
 
	 }
 
 };
 
 // File:src/core/Clock.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Clock = function ( autoStart ) {
 
	 this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
 
	 this.startTime = 0;
	 this.oldTime = 0;
	 this.elapsedTime = 0;
 
	 this.running = false;
 
 };
 
 THREE.Clock.prototype = {
 
	 constructor: THREE.Clock,
 
	 start: function () {
 
		 this.startTime = self.performance.now();
 
		 this.oldTime = this.startTime;
		 this.running = true;
 
	 },
 
	 stop: function () {
 
		 this.getElapsedTime();
		 this.running = false;
 
	 },
 
	 getElapsedTime: function () {
 
		 this.getDelta();
		 return this.elapsedTime;
 
	 },
 
	 getDelta: function () {
 
		 var diff = 0;
 
		 if ( this.autoStart && ! this.running ) {
 
			 this.start();
 
		 }
 
		 if ( this.running ) {
 
			 var newTime = self.performance.now();
 
			 diff = 0.001 * ( newTime - this.oldTime );
			 this.oldTime = newTime;
 
			 this.elapsedTime += diff;
 
		 }
 
		 return diff;
 
	 }
 
 };
 
 // File:src/core/EventDispatcher.js
 
 /**
	* https://github.com/mrdoob/eventdispatcher.js/
	*/
 
 THREE.EventDispatcher = function () {};
 
 THREE.EventDispatcher.prototype = {
 
	 constructor: THREE.EventDispatcher,
 
	 apply: function ( object ) {
 
		 object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
		 object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
		 object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
		 object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
 
	 },
 
	 addEventListener: function ( type, listener ) {
 
		 if ( this._listeners === undefined ) this._listeners = {};
 
		 var listeners = this._listeners;
 
		 if ( listeners[ type ] === undefined ) {
 
			 listeners[ type ] = [];
 
		 }
 
		 if ( listeners[ type ].indexOf( listener ) === - 1 ) {
 
			 listeners[ type ].push( listener );
 
		 }
 
	 },
 
	 hasEventListener: function ( type, listener ) {
 
		 if ( this._listeners === undefined ) return false;
 
		 var listeners = this._listeners;
 
		 if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
 
			 return true;
 
		 }
 
		 return false;
 
	 },
 
	 removeEventListener: function ( type, listener ) {
 
		 if ( this._listeners === undefined ) return;
 
		 var listeners = this._listeners;
		 var listenerArray = listeners[ type ];
 
		 if ( listenerArray !== undefined ) {
 
			 var index = listenerArray.indexOf( listener );
 
			 if ( index !== - 1 ) {
 
				 listenerArray.splice( index, 1 );
 
			 }
 
		 }
 
	 },
 
	 dispatchEvent: function ( event ) {
 
		 if ( this._listeners === undefined ) return;
 
		 var listeners = this._listeners;
		 var listenerArray = listeners[ event.type ];
 
		 if ( listenerArray !== undefined ) {
 
			 event.target = this;
 
			 var array = [];
			 var length = listenerArray.length;
 
			 for ( var i = 0; i < length; i ++ ) {
 
				 array[ i ] = listenerArray[ i ];
 
			 }
 
			 for ( var i = 0; i < length; i ++ ) {
 
				 array[ i ].call( this, event );
 
			 }
 
		 }
 
	 }
 
 };
 
 // File:src/core/Raycaster.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author bhouston / http://clara.io/
	* @author stephomi / http://stephaneginier.com/
	*/
 
 ( function ( THREE ) {
 
	 THREE.Raycaster = function ( origin, direction, near, far ) {
 
		 this.ray = new THREE.Ray( origin, direction );
		 // direction is assumed to be normalized (for accurate distance calculations)
 
		 this.near = near || 0;
		 this.far = far || Infinity;
 
		 this.params = {
			 Mesh: {},
			 Line: {},
			 LOD: {},
			 Points: { threshold: 1 },
			 Sprite: {}
		 };
 
		 Object.defineProperties( this.params, {
			 PointCloud: {
				 get: function () {
					 console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
					 return this.Points;
				 }
			 }
		 } );
 
	 };
 
	 function descSort( a, b ) {
 
		 return a.distance - b.distance;
 
	 }
 
	 function intersectObject( object, raycaster, intersects, recursive ) {
 
		 if ( object.visible === false ) return;
 
		 object.raycast( raycaster, intersects );
 
		 if ( recursive === true ) {
 
			 var children = object.children;
 
			 for ( var i = 0, l = children.length; i < l; i ++ ) {
 
				 intersectObject( children[ i ], raycaster, intersects, true );
 
			 }
 
		 }
 
	 }
 
	 //
 
	 THREE.Raycaster.prototype = {
 
		 constructor: THREE.Raycaster,
 
		 linePrecision: 1,
 
		 set: function ( origin, direction ) {
 
			 // direction is assumed to be normalized (for accurate distance calculations)
 
			 this.ray.set( origin, direction );
 
		 },
 
		 setFromCamera: function ( coords, camera ) {
 
			 if ( camera instanceof THREE.PerspectiveCamera ) {
 
				 this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
				 this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
 
			 } else if ( camera instanceof THREE.OrthographicCamera ) {
 
				 this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
				 this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
 
			 } else {
 
				 console.error( 'THREE.Raycaster: Unsupported camera type.' );
 
			 }
 
		 },
 
		 intersectObject: function ( object, recursive ) {
 
			 var intersects = [];
 
			 intersectObject( object, this, intersects, recursive );
 
			 intersects.sort( descSort );
 
			 return intersects;
 
		 },
 
		 intersectObjects: function ( objects, recursive ) {
 
			 var intersects = [];
 
			 if ( Array.isArray( objects ) === false ) {
 
				 console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
				 return intersects;
 
			 }
 
			 for ( var i = 0, l = objects.length; i < l; i ++ ) {
 
				 intersectObject( objects[ i ], this, intersects, recursive );
 
			 }
 
			 intersects.sort( descSort );
 
			 return intersects;
 
		 }
 
	 };
 
 }( THREE ) );
 
 // File:src/core/Object3D.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	* @author WestLangley / http://github.com/WestLangley
	* @author elephantatwork / www.elephantatwork.ch
	*/
 
 THREE.Object3D = function () {
 
	 Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.name = '';
	 this.type = 'Object3D';
 
	 this.parent = null;
	 this.channels = new THREE.Channels();
	 this.children = [];
 
	 this.up = THREE.Object3D.DefaultUp.clone();
 
	 var position = new THREE.Vector3();
	 var rotation = new THREE.Euler();
	 var quaternion = new THREE.Quaternion();
	 var scale = new THREE.Vector3( 1, 1, 1 );
 
	 function onRotationChange() {
 
		 quaternion.setFromEuler( rotation, false );
 
	 }
 
	 function onQuaternionChange() {
 
		 rotation.setFromQuaternion( quaternion, undefined, false );
 
	 }
 
	 rotation.onChange( onRotationChange );
	 quaternion.onChange( onQuaternionChange );
 
	 Object.defineProperties( this, {
		 position: {
			 enumerable: true,
			 value: position
		 },
		 rotation: {
			 enumerable: true,
			 value: rotation
		 },
		 quaternion: {
			 enumerable: true,
			 value: quaternion
		 },
		 scale: {
			 enumerable: true,
			 value: scale
		 },
		 modelViewMatrix: {
			 value: new THREE.Matrix4()
		 },
		 normalMatrix: {
			 value: new THREE.Matrix3()
		 }
	 } );
 
	 this.rotationAutoUpdate = true;
 
	 this.matrix = new THREE.Matrix4();
	 this.matrixWorld = new THREE.Matrix4();
 
	 this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate;
	 this.matrixWorldNeedsUpdate = false;
 
	 this.visible = true;
 
	 this.castShadow = false;
	 this.receiveShadow = false;
 
	 this.frustumCulled = true;
	 this.renderOrder = 0;
 
	 this.userData = {};
 
 };
 
 THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
 THREE.Object3D.DefaultMatrixAutoUpdate = true;
 
 THREE.Object3D.prototype = {
 
	 constructor: THREE.Object3D,
 
	 get eulerOrder () {
 
		 console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
 
		 return this.rotation.order;
 
	 },
 
	 set eulerOrder ( value ) {
 
		 console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
 
		 this.rotation.order = value;
 
	 },
 
	 get useQuaternion () {
 
		 console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
 
	 },
 
	 set useQuaternion ( value ) {
 
		 console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
 
	 },
 
	 set renderDepth ( value ) {
 
		 console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
 
	 },
 
	 //
 
	 applyMatrix: function ( matrix ) {
 
		 this.matrix.multiplyMatrices( matrix, this.matrix );
 
		 this.matrix.decompose( this.position, this.quaternion, this.scale );
 
	 },
 
	 setRotationFromAxisAngle: function ( axis, angle ) {
 
		 // assumes axis is normalized
 
		 this.quaternion.setFromAxisAngle( axis, angle );
 
	 },
 
	 setRotationFromEuler: function ( euler ) {
 
		 this.quaternion.setFromEuler( euler, true );
 
	 },
 
	 setRotationFromMatrix: function ( m ) {
 
		 // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 
		 this.quaternion.setFromRotationMatrix( m );
 
	 },
 
	 setRotationFromQuaternion: function ( q ) {
 
		 // assumes q is normalized
 
		 this.quaternion.copy( q );
 
	 },
 
	 rotateOnAxis: function () {
 
		 // rotate object on axis in object space
		 // axis is assumed to be normalized
 
		 var q1 = new THREE.Quaternion();
 
		 return function ( axis, angle ) {
 
			 q1.setFromAxisAngle( axis, angle );
 
			 this.quaternion.multiply( q1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 rotateX: function () {
 
		 var v1 = new THREE.Vector3( 1, 0, 0 );
 
		 return function ( angle ) {
 
			 return this.rotateOnAxis( v1, angle );
 
		 };
 
	 }(),
 
	 rotateY: function () {
 
		 var v1 = new THREE.Vector3( 0, 1, 0 );
 
		 return function ( angle ) {
 
			 return this.rotateOnAxis( v1, angle );
 
		 };
 
	 }(),
 
	 rotateZ: function () {
 
		 var v1 = new THREE.Vector3( 0, 0, 1 );
 
		 return function ( angle ) {
 
			 return this.rotateOnAxis( v1, angle );
 
		 };
 
	 }(),
 
	 translateOnAxis: function () {
 
		 // translate object by distance along axis in object space
		 // axis is assumed to be normalized
 
		 var v1 = new THREE.Vector3();
 
		 return function ( axis, distance ) {
 
			 v1.copy( axis ).applyQuaternion( this.quaternion );
 
			 this.position.add( v1.multiplyScalar( distance ) );
 
			 return this;
 
		 };
 
	 }(),
 
	 translate: function ( distance, axis ) {
 
		 console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
		 return this.translateOnAxis( axis, distance );
 
	 },
 
	 translateX: function () {
 
		 var v1 = new THREE.Vector3( 1, 0, 0 );
 
		 return function ( distance ) {
 
			 return this.translateOnAxis( v1, distance );
 
		 };
 
	 }(),
 
	 translateY: function () {
 
		 var v1 = new THREE.Vector3( 0, 1, 0 );
 
		 return function ( distance ) {
 
			 return this.translateOnAxis( v1, distance );
 
		 };
 
	 }(),
 
	 translateZ: function () {
 
		 var v1 = new THREE.Vector3( 0, 0, 1 );
 
		 return function ( distance ) {
 
			 return this.translateOnAxis( v1, distance );
 
		 };
 
	 }(),
 
	 localToWorld: function ( vector ) {
 
		 return vector.applyMatrix4( this.matrixWorld );
 
	 },
 
	 worldToLocal: function () {
 
		 var m1 = new THREE.Matrix4();
 
		 return function ( vector ) {
 
			 return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
 
		 };
 
	 }(),
 
	 lookAt: function () {
 
		 // This routine does not support objects with rotated and/or translated parent(s)
 
		 var m1 = new THREE.Matrix4();
 
		 return function ( vector ) {
 
			 m1.lookAt( vector, this.position, this.up );
 
			 this.quaternion.setFromRotationMatrix( m1 );
 
		 };
 
	 }(),
 
	 add: function ( object ) {
 
		 if ( arguments.length > 1 ) {
 
			 for ( var i = 0; i < arguments.length; i ++ ) {
 
				 this.add( arguments[ i ] );
 
			 }
 
			 return this;
 
		 }
 
		 if ( object === this ) {
 
			 console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
			 return this;
 
		 }
 
		 if ( object instanceof THREE.Object3D ) {
 
			 if ( object.parent !== null ) {
 
				 object.parent.remove( object );
 
			 }
 
			 object.parent = this;
			 object.dispatchEvent( { type: 'added' } );
 
			 this.children.push( object );
 
		 } else {
 
			 console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
 
		 }
 
		 return this;
 
	 },
 
	 remove: function ( object ) {
 
		 if ( arguments.length > 1 ) {
 
			 for ( var i = 0; i < arguments.length; i ++ ) {
 
				 this.remove( arguments[ i ] );
 
			 }
 
		 }
 
		 var index = this.children.indexOf( object );
 
		 if ( index !== - 1 ) {
 
			 object.parent = null;
 
			 object.dispatchEvent( { type: 'removed' } );
 
			 this.children.splice( index, 1 );
 
		 }
 
	 },
 
	 getChildByName: function ( name ) {
 
		 console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
		 return this.getObjectByName( name );
 
	 },
 
	 getObjectById: function ( id ) {
 
		 return this.getObjectByProperty( 'id', id );
 
	 },
 
	 getObjectByName: function ( name ) {
 
		 return this.getObjectByProperty( 'name', name );
 
	 },
 
	 getObjectByProperty: function ( name, value ) {
 
		 if ( this[ name ] === value ) return this;
 
		 for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
			 var child = this.children[ i ];
			 var object = child.getObjectByProperty( name, value );
 
			 if ( object !== undefined ) {
 
				 return object;
 
			 }
 
		 }
 
		 return undefined;
 
	 },
 
	 getWorldPosition: function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 this.updateMatrixWorld( true );
 
		 return result.setFromMatrixPosition( this.matrixWorld );
 
	 },
 
	 getWorldQuaternion: function () {
 
		 var position = new THREE.Vector3();
		 var scale = new THREE.Vector3();
 
		 return function ( optionalTarget ) {
 
			 var result = optionalTarget || new THREE.Quaternion();
 
			 this.updateMatrixWorld( true );
 
			 this.matrixWorld.decompose( position, result, scale );
 
			 return result;
 
		 };
 
	 }(),
 
	 getWorldRotation: function () {
 
		 var quaternion = new THREE.Quaternion();
 
		 return function ( optionalTarget ) {
 
			 var result = optionalTarget || new THREE.Euler();
 
			 this.getWorldQuaternion( quaternion );
 
			 return result.setFromQuaternion( quaternion, this.rotation.order, false );
 
		 };
 
	 }(),
 
	 getWorldScale: function () {
 
		 var position = new THREE.Vector3();
		 var quaternion = new THREE.Quaternion();
 
		 return function ( optionalTarget ) {
 
			 var result = optionalTarget || new THREE.Vector3();
 
			 this.updateMatrixWorld( true );
 
			 this.matrixWorld.decompose( position, quaternion, result );
 
			 return result;
 
		 };
 
	 }(),
 
	 getWorldDirection: function () {
 
		 var quaternion = new THREE.Quaternion();
 
		 return function ( optionalTarget ) {
 
			 var result = optionalTarget || new THREE.Vector3();
 
			 this.getWorldQuaternion( quaternion );
 
			 return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
 
		 };
 
	 }(),
 
	 raycast: function () {},
 
	 traverse: function ( callback ) {
 
		 callback( this );
 
		 var children = this.children;
 
		 for ( var i = 0, l = children.length; i < l; i ++ ) {
 
			 children[ i ].traverse( callback );
 
		 }
 
	 },
 
	 traverseVisible: function ( callback ) {
 
		 if ( this.visible === false ) return;
 
		 callback( this );
 
		 var children = this.children;
 
		 for ( var i = 0, l = children.length; i < l; i ++ ) {
 
			 children[ i ].traverseVisible( callback );
 
		 }
 
	 },
 
	 traverseAncestors: function ( callback ) {
 
		 var parent = this.parent;
 
		 if ( parent !== null ) {
 
			 callback( parent );
 
			 parent.traverseAncestors( callback );
 
		 }
 
	 },
 
	 updateMatrix: function () {
 
		 this.matrix.compose( this.position, this.quaternion, this.scale );
 
		 this.matrixWorldNeedsUpdate = true;
 
	 },
 
	 updateMatrixWorld: function ( force ) {
 
		 if ( this.matrixAutoUpdate === true ) this.updateMatrix();
 
		 if ( this.matrixWorldNeedsUpdate === true || force === true ) {
 
			 if ( this.parent === null ) {
 
				 this.matrixWorld.copy( this.matrix );
 
			 } else {
 
				 this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
 
			 }
 
			 this.matrixWorldNeedsUpdate = false;
 
			 force = true;
 
		 }
 
		 // update children
 
		 for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
			 this.children[ i ].updateMatrixWorld( force );
 
		 }
 
	 },
 
	 toJSON: function ( meta ) {
 
		 var isRootObject = ( meta === undefined );
 
		 var output = {};
 
		 // meta is a hash used to collect geometries, materials.
		 // not providing it implies that this is the root object
		 // being serialized.
		 if ( isRootObject ) {
 
			 // initialize meta obj
			 meta = {
				 geometries: {},
				 materials: {},
				 textures: {},
				 images: {}
			 };
 
			 output.metadata = {
				 version: 4.4,
				 type: 'Object',
				 generator: 'Object3D.toJSON'
			 };
 
		 }
 
		 // standard Object3D serialization
 
		 var object = {};
 
		 object.uuid = this.uuid;
		 object.type = this.type;
 
		 if ( this.name !== '' ) object.name = this.name;
		 if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
		 if ( this.castShadow === true ) object.castShadow = true;
		 if ( this.receiveShadow === true ) object.receiveShadow = true;
		 if ( this.visible === false ) object.visible = false;
 
		 object.matrix = this.matrix.toArray();
 
		 //
 
		 if ( this.geometry !== undefined ) {
 
			 if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
 
				 meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
 
			 }
 
			 object.geometry = this.geometry.uuid;
 
		 }
 
		 if ( this.material !== undefined ) {
 
			 if ( meta.materials[ this.material.uuid ] === undefined ) {
 
				 meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
 
			 }
 
			 object.material = this.material.uuid;
 
		 }
 
		 //
 
		 if ( this.children.length > 0 ) {
 
			 object.children = [];
 
			 for ( var i = 0; i < this.children.length; i ++ ) {
 
				 object.children.push( this.children[ i ].toJSON( meta ).object );
 
			 }
 
		 }
 
		 if ( isRootObject ) {
 
			 var geometries = extractFromCache( meta.geometries );
			 var materials = extractFromCache( meta.materials );
			 var textures = extractFromCache( meta.textures );
			 var images = extractFromCache( meta.images );
 
			 if ( geometries.length > 0 ) output.geometries = geometries;
			 if ( materials.length > 0 ) output.materials = materials;
			 if ( textures.length > 0 ) output.textures = textures;
			 if ( images.length > 0 ) output.images = images;
 
		 }
 
		 output.object = object;
 
		 return output;
 
		 // extract data from the cache hash
		 // remove metadata on each item
		 // and return as array
		 function extractFromCache ( cache ) {
 
			 var values = [];
			 for ( var key in cache ) {
 
				 var data = cache[ key ];
				 delete data.metadata;
				 values.push( data );
 
			 }
			 return values;
 
		 }
 
	 },
 
	 clone: function ( recursive ) {
 
		 return new this.constructor().copy( this, recursive );
 
	 },
 
	 copy: function ( source, recursive ) {
 
		 if ( recursive === undefined ) recursive = true;
 
		 this.name = source.name;
 
		 this.up.copy( source.up );
 
		 this.position.copy( source.position );
		 this.quaternion.copy( source.quaternion );
		 this.scale.copy( source.scale );
 
		 this.rotationAutoUpdate = source.rotationAutoUpdate;
 
		 this.matrix.copy( source.matrix );
		 this.matrixWorld.copy( source.matrixWorld );
 
		 this.matrixAutoUpdate = source.matrixAutoUpdate;
		 this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
 
		 this.visible = source.visible;
 
		 this.castShadow = source.castShadow;
		 this.receiveShadow = source.receiveShadow;
 
		 this.frustumCulled = source.frustumCulled;
		 this.renderOrder = source.renderOrder;
 
		 this.userData = JSON.parse( JSON.stringify( source.userData ) );
 
		 if ( recursive === true ) {
 
			 for ( var i = 0; i < source.children.length; i ++ ) {
 
				 var child = source.children[ i ];
				 this.add( child.clone() );
 
			 }
 
		 }
 
		 return this;
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
 
 THREE.Object3DIdCount = 0;
 
 // File:src/core/Face3.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
 
	 this.a = a;
	 this.b = b;
	 this.c = c;
 
	 this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
	 this.vertexNormals = Array.isArray( normal ) ? normal : [];
 
	 this.color = color instanceof THREE.Color ? color : new THREE.Color();
	 this.vertexColors = Array.isArray( color ) ? color : [];
 
	 this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
 
 };
 
 THREE.Face3.prototype = {
 
	 constructor: THREE.Face3,
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( source ) {
 
		 this.a = source.a;
		 this.b = source.b;
		 this.c = source.c;
 
		 this.normal.copy( source.normal );
		 this.color.copy( source.color );
 
		 this.materialIndex = source.materialIndex;
 
		 for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
 
			 this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
 
		 }
 
		 for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
 
			 this.vertexColors[ i ] = source.vertexColors[ i ].clone();
 
		 }
 
		 return this;
 
	 }
 
 };
 
 // File:src/core/Face4.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
 
	 console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
	 return new THREE.Face3( a, b, c, normal, color, materialIndex );
 
 };
 
 // File:src/core/BufferAttribute.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.BufferAttribute = function ( array, itemSize ) {
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.array = array;
	 this.itemSize = itemSize;
 
	 this.dynamic = false;
	 this.updateRange = { offset: 0, count: - 1 };
 
	 this.version = 0;
 
 };
 
 THREE.BufferAttribute.prototype = {
 
	 constructor: THREE.BufferAttribute,
 
	 get length() {
 
		 console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
		 return this.array.length;
 
	 },
 
	 get count() {
 
		 return this.array.length / this.itemSize;
 
	 },
 
	 set needsUpdate( value ) {
 
		 if ( value === true ) this.version ++;
 
	 },
 
	 setDynamic: function ( value ) {
 
		 this.dynamic = value;
 
		 return this;
 
	 },
 
	 copy: function ( source ) {
 
		 this.array = new source.array.constructor( source.array );
		 this.itemSize = source.itemSize;
 
		 this.dynamic = source.dynamic;
 
		 return this;
 
	 },
 
	 copyAt: function ( index1, attribute, index2 ) {
 
		 index1 *= this.itemSize;
		 index2 *= attribute.itemSize;
 
		 for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
 
			 this.array[ index1 + i ] = attribute.array[ index2 + i ];
 
		 }
 
		 return this;
 
	 },
 
	 copyArray: function ( array ) {
 
		 this.array.set( array );
 
		 return this;
 
	 },
 
	 copyColorsArray: function ( colors ) {
 
		 var array = this.array, offset = 0;
 
		 for ( var i = 0, l = colors.length; i < l; i ++ ) {
 
			 var color = colors[ i ];
 
			 if ( color === undefined ) {
 
				 console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
				 color = new THREE.Color();
 
			 }
 
			 array[ offset ++ ] = color.r;
			 array[ offset ++ ] = color.g;
			 array[ offset ++ ] = color.b;
 
		 }
 
		 return this;
 
	 },
 
	 copyIndicesArray: function ( indices ) {
 
		 var array = this.array, offset = 0;
 
		 for ( var i = 0, l = indices.length; i < l; i ++ ) {
 
			 var index = indices[ i ];
 
			 array[ offset ++ ] = index.a;
			 array[ offset ++ ] = index.b;
			 array[ offset ++ ] = index.c;
 
		 }
 
		 return this;
 
	 },
 
	 copyVector2sArray: function ( vectors ) {
 
		 var array = this.array, offset = 0;
 
		 for ( var i = 0, l = vectors.length; i < l; i ++ ) {
 
			 var vector = vectors[ i ];
 
			 if ( vector === undefined ) {
 
				 console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
				 vector = new THREE.Vector2();
 
			 }
 
			 array[ offset ++ ] = vector.x;
			 array[ offset ++ ] = vector.y;
 
		 }
 
		 return this;
 
	 },
 
	 copyVector3sArray: function ( vectors ) {
 
		 var array = this.array, offset = 0;
 
		 for ( var i = 0, l = vectors.length; i < l; i ++ ) {
 
			 var vector = vectors[ i ];
 
			 if ( vector === undefined ) {
 
				 console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
				 vector = new THREE.Vector3();
 
			 }
 
			 array[ offset ++ ] = vector.x;
			 array[ offset ++ ] = vector.y;
			 array[ offset ++ ] = vector.z;
 
		 }
 
		 return this;
 
	 },
 
	 copyVector4sArray: function ( vectors ) {
 
		 var array = this.array, offset = 0;
 
		 for ( var i = 0, l = vectors.length; i < l; i ++ ) {
 
			 var vector = vectors[ i ];
 
			 if ( vector === undefined ) {
 
				 console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
				 vector = new THREE.Vector4();
 
			 }
 
			 array[ offset ++ ] = vector.x;
			 array[ offset ++ ] = vector.y;
			 array[ offset ++ ] = vector.z;
			 array[ offset ++ ] = vector.w;
 
		 }
 
		 return this;
 
	 },
 
	 set: function ( value, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 this.array.set( value, offset );
 
		 return this;
 
	 },
 
	 getX: function ( index ) {
 
		 return this.array[ index * this.itemSize ];
 
	 },
 
	 setX: function ( index, x ) {
 
		 this.array[ index * this.itemSize ] = x;
 
		 return this;
 
	 },
 
	 getY: function ( index ) {
 
		 return this.array[ index * this.itemSize + 1 ];
 
	 },
 
	 setY: function ( index, y ) {
 
		 this.array[ index * this.itemSize + 1 ] = y;
 
		 return this;
 
	 },
 
	 getZ: function ( index ) {
 
		 return this.array[ index * this.itemSize + 2 ];
 
	 },
 
	 setZ: function ( index, z ) {
 
		 this.array[ index * this.itemSize + 2 ] = z;
 
		 return this;
 
	 },
 
	 getW: function ( index ) {
 
		 return this.array[ index * this.itemSize + 3 ];
 
	 },
 
	 setW: function ( index, w ) {
 
		 this.array[ index * this.itemSize + 3 ] = w;
 
		 return this;
 
	 },
 
	 setXY: function ( index, x, y ) {
 
		 index *= this.itemSize;
 
		 this.array[ index + 0 ] = x;
		 this.array[ index + 1 ] = y;
 
		 return this;
 
	 },
 
	 setXYZ: function ( index, x, y, z ) {
 
		 index *= this.itemSize;
 
		 this.array[ index + 0 ] = x;
		 this.array[ index + 1 ] = y;
		 this.array[ index + 2 ] = z;
 
		 return this;
 
	 },
 
	 setXYZW: function ( index, x, y, z, w ) {
 
		 index *= this.itemSize;
 
		 this.array[ index + 0 ] = x;
		 this.array[ index + 1 ] = y;
		 this.array[ index + 2 ] = z;
		 this.array[ index + 3 ] = w;
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 }
 
 };
 
 //
 
 THREE.Int8Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Int8Array( array ), itemSize );
 
 };
 
 THREE.Uint8Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Uint8Array( array ), itemSize );
 
 };
 
 THREE.Uint8ClampedAttribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize );
 
 };
 
 THREE.Int16Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Int16Array( array ), itemSize );
 
 };
 
 THREE.Uint16Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Uint16Array( array ), itemSize );
 
 };
 
 THREE.Int32Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Int32Array( array ), itemSize );
 
 };
 
 THREE.Uint32Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Uint32Array( array ), itemSize );
 
 };
 
 THREE.Float32Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Float32Array( array ), itemSize );
 
 };
 
 THREE.Float64Attribute = function ( array, itemSize ) {
 
	 return new THREE.BufferAttribute( new Float64Array( array ), itemSize );
 
 };
 
 
 // Deprecated
 
 THREE.DynamicBufferAttribute = function ( array, itemSize ) {
 
	 console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
	 return new THREE.BufferAttribute( array, itemSize ).setDynamic( true );
 
 };
 
 // File:src/core/InstancedBufferAttribute.js
 
 /**
	* @author benaadams / https://twitter.com/ben_a_adams
	*/
 
 THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) {
 
	 THREE.BufferAttribute.call( this, array, itemSize );
 
	 this.meshPerAttribute = meshPerAttribute || 1;
 
 };
 
 THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
 THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute;
 
 THREE.InstancedBufferAttribute.prototype.copy = function ( source ) {
 
	 THREE.BufferAttribute.prototype.copy.call( this, source );
 
	 this.meshPerAttribute = source.meshPerAttribute;
 
	 return this;
 
 };
 
 // File:src/core/InterleavedBuffer.js
 
 /**
	* @author benaadams / https://twitter.com/ben_a_adams
	*/
 
 THREE.InterleavedBuffer = function ( array, stride ) {
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.array = array;
	 this.stride = stride;
 
	 this.dynamic = false;
	 this.updateRange = { offset: 0, count: - 1 };
 
	 this.version = 0;
 
 };
 
 THREE.InterleavedBuffer.prototype = {
 
	 constructor: THREE.InterleavedBuffer,
 
	 get length () {
 
		 return this.array.length;
 
	 },
 
	 get count () {
 
		 return this.array.length / this.stride;
 
	 },
 
	 set needsUpdate( value ) {
 
		 if ( value === true ) this.version ++;
 
	 },
 
	 setDynamic: function ( value ) {
 
		 this.dynamic = value;
 
		 return this;
 
	 },
 
	 copy: function ( source ) {
 
		 this.array = new source.array.constructor( source.array );
		 this.stride = source.stride;
		 this.dynamic = source.dynamic;
 
	 },
 
	 copyAt: function ( index1, attribute, index2 ) {
 
		 index1 *= this.stride;
		 index2 *= attribute.stride;
 
		 for ( var i = 0, l = this.stride; i < l; i ++ ) {
 
			 this.array[ index1 + i ] = attribute.array[ index2 + i ];
 
		 }
 
		 return this;
 
	 },
 
	 set: function ( value, offset ) {
 
		 if ( offset === undefined ) offset = 0;
 
		 this.array.set( value, offset );
 
		 return this;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 }
 
 };
 
 // File:src/core/InstancedInterleavedBuffer.js
 
 /**
	* @author benaadams / https://twitter.com/ben_a_adams
	*/
 
 THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) {
 
	 THREE.InterleavedBuffer.call( this, array, stride );
 
	 this.meshPerAttribute = meshPerAttribute || 1;
 
 };
 
 THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype );
 THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer;
 
 THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) {
 
	 THREE.InterleavedBuffer.prototype.copy.call( this, source );
 
	 this.meshPerAttribute = source.meshPerAttribute;
 
	 return this;
 
 };
 
 // File:src/core/InterleavedBufferAttribute.js
 
 /**
	* @author benaadams / https://twitter.com/ben_a_adams
	*/
 
 THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) {
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.data = interleavedBuffer;
	 this.itemSize = itemSize;
	 this.offset = offset;
 
 };
 
 
 THREE.InterleavedBufferAttribute.prototype = {
 
	 constructor: THREE.InterleavedBufferAttribute,
 
	 get length() {
 
		 console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
		 return this.array.length;
 
	 },
 
	 get count() {
 
		 return this.data.array.length / this.data.stride;
 
	 },
 
	 setX: function ( index, x ) {
 
		 this.data.array[ index * this.data.stride + this.offset ] = x;
 
		 return this;
 
	 },
 
	 setY: function ( index, y ) {
 
		 this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
 
		 return this;
 
	 },
 
	 setZ: function ( index, z ) {
 
		 this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
 
		 return this;
 
	 },
 
	 setW: function ( index, w ) {
 
		 this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
 
		 return this;
 
	 },
 
	 getX: function ( index ) {
 
		 return this.data.array[ index * this.data.stride + this.offset ];
 
	 },
 
	 getY: function ( index ) {
 
		 return this.data.array[ index * this.data.stride + this.offset + 1 ];
 
	 },
 
	 getZ: function ( index ) {
 
		 return this.data.array[ index * this.data.stride + this.offset + 2 ];
 
	 },
 
	 getW: function ( index ) {
 
		 return this.data.array[ index * this.data.stride + this.offset + 3 ];
 
	 },
 
	 setXY: function ( index, x, y ) {
 
		 index = index * this.data.stride + this.offset;
 
		 this.data.array[ index + 0 ] = x;
		 this.data.array[ index + 1 ] = y;
 
		 return this;
 
	 },
 
	 setXYZ: function ( index, x, y, z ) {
 
		 index = index * this.data.stride + this.offset;
 
		 this.data.array[ index + 0 ] = x;
		 this.data.array[ index + 1 ] = y;
		 this.data.array[ index + 2 ] = z;
 
		 return this;
 
	 },
 
	 setXYZW: function ( index, x, y, z, w ) {
 
		 index = index * this.data.stride + this.offset;
 
		 this.data.array[ index + 0 ] = x;
		 this.data.array[ index + 1 ] = y;
		 this.data.array[ index + 2 ] = z;
		 this.data.array[ index + 3 ] = w;
 
		 return this;
 
	 }
 
 };
 
 // File:src/core/Geometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author kile / http://kile.stravaganza.org/
	* @author alteredq / http://alteredqualia.com/
	* @author mikael emtinger / http://gomo.se/
	* @author zz85 / http://www.lab4games.net/zz85/blog
	* @author bhouston / http://clara.io
	*/
 
 THREE.Geometry = function () {
 
	 Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.name = '';
	 this.type = 'Geometry';
 
	 this.vertices = [];
	 this.colors = [];
	 this.faces = [];
	 this.faceVertexUvs = [ [] ];
 
	 this.morphTargets = [];
	 this.morphNormals = [];
 
	 this.skinWeights = [];
	 this.skinIndices = [];
 
	 this.lineDistances = [];
 
	 this.boundingBox = null;
	 this.boundingSphere = null;
 
	 // update flags
 
	 this.verticesNeedUpdate = false;
	 this.elementsNeedUpdate = false;
	 this.uvsNeedUpdate = false;
	 this.normalsNeedUpdate = false;
	 this.colorsNeedUpdate = false;
	 this.lineDistancesNeedUpdate = false;
	 this.groupsNeedUpdate = false;
 
 };
 
 THREE.Geometry.prototype = {
 
	 constructor: THREE.Geometry,
 
	 applyMatrix: function ( matrix ) {
 
		 var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
 
		 for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
 
			 var vertex = this.vertices[ i ];
			 vertex.applyMatrix4( matrix );
 
		 }
 
		 for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
 
			 var face = this.faces[ i ];
			 face.normal.applyMatrix3( normalMatrix ).normalize();
 
			 for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
 
				 face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
 
			 }
 
		 }
 
		 if ( this.boundingBox !== null ) {
 
			 this.computeBoundingBox();
 
		 }
 
		 if ( this.boundingSphere !== null ) {
 
			 this.computeBoundingSphere();
 
		 }
 
		 this.verticesNeedUpdate = true;
		 this.normalsNeedUpdate = true;
 
	 },
 
	 rotateX: function () {
 
		 // rotate geometry around world x-axis
 
		 var m1;
 
		 return function rotateX( angle ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeRotationX( angle );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 rotateY: function () {
 
		 // rotate geometry around world y-axis
 
		 var m1;
 
		 return function rotateY( angle ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeRotationY( angle );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 rotateZ: function () {
 
		 // rotate geometry around world z-axis
 
		 var m1;
 
		 return function rotateZ( angle ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeRotationZ( angle );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 translate: function () {
 
		 // translate geometry
 
		 var m1;
 
		 return function translate( x, y, z ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeTranslation( x, y, z );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 scale: function () {
 
		 // scale geometry
 
		 var m1;
 
		 return function scale( x, y, z ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeScale( x, y, z );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 lookAt: function () {
 
		 var obj;
 
		 return function lookAt( vector ) {
 
			 if ( obj === undefined ) obj = new THREE.Object3D();
 
			 obj.lookAt( vector );
 
			 obj.updateMatrix();
 
			 this.applyMatrix( obj.matrix );
 
		 };
 
	 }(),
 
	 fromBufferGeometry: function ( geometry ) {
 
		 var scope = this;
 
		 var indices = geometry.index !== null ? geometry.index.array : undefined;
		 var attributes = geometry.attributes;
 
		 var vertices = attributes.position.array;
		 var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
		 var colors = attributes.color !== undefined ? attributes.color.array : undefined;
		 var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
		 var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
 
		 if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
 
		 var tempNormals = [];
		 var tempUVs = [];
		 var tempUVs2 = [];
 
		 for ( var i = 0, j = 0, k = 0; i < vertices.length; i += 3, j += 2, k += 4 ) {
 
			 scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
 
			 if ( normals !== undefined ) {
 
				 tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
 
			 }
 
			 if ( colors !== undefined ) {
 
				 scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
 
			 }
 
			 if ( uvs !== undefined ) {
 
				 tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
 
			 }
 
			 if ( uvs2 !== undefined ) {
 
				 tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
 
			 }
 
		 }
 
		 function addFace( a, b, c ) {
 
			 var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
			 var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
 
			 var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors );
 
			 scope.faces.push( face );
 
			 if ( uvs !== undefined ) {
 
				 scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
 
			 }
 
			 if ( uvs2 !== undefined ) {
 
				 scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
 
			 }
 
		 };
 
		 if ( indices !== undefined ) {
 
			 var groups = geometry.groups;
 
			 if ( groups.length > 0 ) {
 
				 for ( var i = 0; i < groups.length; i ++ ) {
 
					 var group = groups[ i ];
 
					 var start = group.start;
					 var count = group.count;
 
					 for ( var j = start, jl = start + count; j < jl; j += 3 ) {
 
						 addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ] );
 
					 }
 
				 }
 
			 } else {
 
				 for ( var i = 0; i < indices.length; i += 3 ) {
 
					 addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
 
				 }
 
			 }
 
		 } else {
 
			 for ( var i = 0; i < vertices.length / 3; i += 3 ) {
 
				 addFace( i, i + 1, i + 2 );
 
			 }
 
		 }
 
		 this.computeFaceNormals();
 
		 if ( geometry.boundingBox !== null ) {
 
			 this.boundingBox = geometry.boundingBox.clone();
 
		 }
 
		 if ( geometry.boundingSphere !== null ) {
 
			 this.boundingSphere = geometry.boundingSphere.clone();
 
		 }
 
		 return this;
 
	 },
 
	 center: function () {
 
		 this.computeBoundingBox();
 
		 var offset = this.boundingBox.center().negate();
 
		 this.translate( offset.x, offset.y, offset.z );
 
		 return offset;
 
	 },
 
	 normalize: function () {
 
		 this.computeBoundingSphere();
 
		 var center = this.boundingSphere.center;
		 var radius = this.boundingSphere.radius;
 
		 var s = radius === 0 ? 1 : 1.0 / radius;
 
		 var matrix = new THREE.Matrix4();
		 matrix.set(
			 s, 0, 0, - s * center.x,
			 0, s, 0, - s * center.y,
			 0, 0, s, - s * center.z,
			 0, 0, 0, 1
		 );
 
		 this.applyMatrix( matrix );
 
		 return this;
 
	 },
 
	 computeFaceNormals: function () {
 
		 var cb = new THREE.Vector3(), ab = new THREE.Vector3();
 
		 for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
			 var face = this.faces[ f ];
 
			 var vA = this.vertices[ face.a ];
			 var vB = this.vertices[ face.b ];
			 var vC = this.vertices[ face.c ];
 
			 cb.subVectors( vC, vB );
			 ab.subVectors( vA, vB );
			 cb.cross( ab );
 
			 cb.normalize();
 
			 face.normal.copy( cb );
 
		 }
 
	 },
 
	 computeVertexNormals: function ( areaWeighted ) {
 
		 var v, vl, f, fl, face, vertices;
 
		 vertices = new Array( this.vertices.length );
 
		 for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
 
			 vertices[ v ] = new THREE.Vector3();
 
		 }
 
		 if ( areaWeighted ) {
 
			 // vertex normals weighted by triangle areas
			 // http://www.iquilezles.org/www/articles/normals/normals.htm
 
			 var vA, vB, vC;
			 var cb = new THREE.Vector3(), ab = new THREE.Vector3();
 
			 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
				 face = this.faces[ f ];
 
				 vA = this.vertices[ face.a ];
				 vB = this.vertices[ face.b ];
				 vC = this.vertices[ face.c ];
 
				 cb.subVectors( vC, vB );
				 ab.subVectors( vA, vB );
				 cb.cross( ab );
 
				 vertices[ face.a ].add( cb );
				 vertices[ face.b ].add( cb );
				 vertices[ face.c ].add( cb );
 
			 }
 
		 } else {
 
			 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
				 face = this.faces[ f ];
 
				 vertices[ face.a ].add( face.normal );
				 vertices[ face.b ].add( face.normal );
				 vertices[ face.c ].add( face.normal );
 
			 }
 
		 }
 
		 for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
 
			 vertices[ v ].normalize();
 
		 }
 
		 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
			 face = this.faces[ f ];
 
			 var vertexNormals = face.vertexNormals;
 
			 if ( vertexNormals.length === 3 ) {
 
				 vertexNormals[ 0 ].copy( vertices[ face.a ] );
				 vertexNormals[ 1 ].copy( vertices[ face.b ] );
				 vertexNormals[ 2 ].copy( vertices[ face.c ] );
 
			 } else {
 
				 vertexNormals[ 0 ] = vertices[ face.a ].clone();
				 vertexNormals[ 1 ] = vertices[ face.b ].clone();
				 vertexNormals[ 2 ] = vertices[ face.c ].clone();
 
			 }
 
		 }
 
	 },
 
	 computeMorphNormals: function () {
 
		 var i, il, f, fl, face;
 
		 // save original normals
		 // - create temp variables on first access
		 //   otherwise just copy (for faster repeated calls)
 
		 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
			 face = this.faces[ f ];
 
			 if ( ! face.__originalFaceNormal ) {
 
				 face.__originalFaceNormal = face.normal.clone();
 
			 } else {
 
				 face.__originalFaceNormal.copy( face.normal );
 
			 }
 
			 if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
 
			 for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
 
				 if ( ! face.__originalVertexNormals[ i ] ) {
 
					 face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
 
				 } else {
 
					 face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
 
				 }
 
			 }
 
		 }
 
		 // use temp geometry to compute face and vertex normals for each morph
 
		 var tmpGeo = new THREE.Geometry();
		 tmpGeo.faces = this.faces;
 
		 for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
 
			 // create on first access
 
			 if ( ! this.morphNormals[ i ] ) {
 
				 this.morphNormals[ i ] = {};
				 this.morphNormals[ i ].faceNormals = [];
				 this.morphNormals[ i ].vertexNormals = [];
 
				 var dstNormalsFace = this.morphNormals[ i ].faceNormals;
				 var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
 
				 var faceNormal, vertexNormals;
 
				 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
					 faceNormal = new THREE.Vector3();
					 vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
 
					 dstNormalsFace.push( faceNormal );
					 dstNormalsVertex.push( vertexNormals );
 
				 }
 
			 }
 
			 var morphNormals = this.morphNormals[ i ];
 
			 // set vertices to morph target
 
			 tmpGeo.vertices = this.morphTargets[ i ].vertices;
 
			 // compute morph normals
 
			 tmpGeo.computeFaceNormals();
			 tmpGeo.computeVertexNormals();
 
			 // store morph normals
 
			 var faceNormal, vertexNormals;
 
			 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
				 face = this.faces[ f ];
 
				 faceNormal = morphNormals.faceNormals[ f ];
				 vertexNormals = morphNormals.vertexNormals[ f ];
 
				 faceNormal.copy( face.normal );
 
				 vertexNormals.a.copy( face.vertexNormals[ 0 ] );
				 vertexNormals.b.copy( face.vertexNormals[ 1 ] );
				 vertexNormals.c.copy( face.vertexNormals[ 2 ] );
 
			 }
 
		 }
 
		 // restore original normals
 
		 for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 
			 face = this.faces[ f ];
 
			 face.normal = face.__originalFaceNormal;
			 face.vertexNormals = face.__originalVertexNormals;
 
		 }
 
	 },
 
	 computeTangents: function () {
 
		 console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
 
	 },
 
	 computeLineDistances: function () {
 
		 var d = 0;
		 var vertices = this.vertices;
 
		 for ( var i = 0, il = vertices.length; i < il; i ++ ) {
 
			 if ( i > 0 ) {
 
				 d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
 
			 }
 
			 this.lineDistances[ i ] = d;
 
		 }
 
	 },
 
	 computeBoundingBox: function () {
 
		 if ( this.boundingBox === null ) {
 
			 this.boundingBox = new THREE.Box3();
 
		 }
 
		 this.boundingBox.setFromPoints( this.vertices );
 
	 },
 
	 computeBoundingSphere: function () {
 
		 if ( this.boundingSphere === null ) {
 
			 this.boundingSphere = new THREE.Sphere();
 
		 }
 
		 this.boundingSphere.setFromPoints( this.vertices );
 
	 },
 
	 merge: function ( geometry, matrix, materialIndexOffset ) {
 
		 if ( geometry instanceof THREE.Geometry === false ) {
 
			 console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
			 return;
 
		 }
 
		 var normalMatrix,
		 vertexOffset = this.vertices.length,
		 vertices1 = this.vertices,
		 vertices2 = geometry.vertices,
		 faces1 = this.faces,
		 faces2 = geometry.faces,
		 uvs1 = this.faceVertexUvs[ 0 ],
		 uvs2 = geometry.faceVertexUvs[ 0 ];
 
		 if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
 
		 if ( matrix !== undefined ) {
 
			 normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
 
		 }
 
		 // vertices
 
		 for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
 
			 var vertex = vertices2[ i ];
 
			 var vertexCopy = vertex.clone();
 
			 if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
 
			 vertices1.push( vertexCopy );
 
		 }
 
		 // faces
 
		 for ( i = 0, il = faces2.length; i < il; i ++ ) {
 
			 var face = faces2[ i ], faceCopy, normal, color,
			 faceVertexNormals = face.vertexNormals,
			 faceVertexColors = face.vertexColors;
 
			 faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
			 faceCopy.normal.copy( face.normal );
 
			 if ( normalMatrix !== undefined ) {
 
				 faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
 
			 }
 
			 for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
 
				 normal = faceVertexNormals[ j ].clone();
 
				 if ( normalMatrix !== undefined ) {
 
					 normal.applyMatrix3( normalMatrix ).normalize();
 
				 }
 
				 faceCopy.vertexNormals.push( normal );
 
			 }
 
			 faceCopy.color.copy( face.color );
 
			 for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
 
				 color = faceVertexColors[ j ];
				 faceCopy.vertexColors.push( color.clone() );
 
			 }
 
			 faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
 
			 faces1.push( faceCopy );
 
		 }
 
		 // uvs
 
		 for ( i = 0, il = uvs2.length; i < il; i ++ ) {
 
			 var uv = uvs2[ i ], uvCopy = [];
 
			 if ( uv === undefined ) {
 
				 continue;
 
			 }
 
			 for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
 
				 uvCopy.push( uv[ j ].clone() );
 
			 }
 
			 uvs1.push( uvCopy );
 
		 }
 
	 },
 
	 mergeMesh: function ( mesh ) {
 
		 if ( mesh instanceof THREE.Mesh === false ) {
 
			 console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
			 return;
 
		 }
 
		 mesh.matrixAutoUpdate && mesh.updateMatrix();
 
		 this.merge( mesh.geometry, mesh.matrix );
 
	 },
 
	 /*
		* Checks for duplicate vertices with hashmap.
		* Duplicated vertices are removed
		* and faces' vertices are updated.
		*/
 
	 mergeVertices: function () {
 
		 var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
		 var unique = [], changes = [];
 
		 var v, key;
		 var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
		 var precision = Math.pow( 10, precisionPoints );
		 var i, il, face;
		 var indices, j, jl;
 
		 for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
 
			 v = this.vertices[ i ];
			 key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
 
			 if ( verticesMap[ key ] === undefined ) {
 
				 verticesMap[ key ] = i;
				 unique.push( this.vertices[ i ] );
				 changes[ i ] = unique.length - 1;
 
			 } else {
 
				 //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
				 changes[ i ] = changes[ verticesMap[ key ] ];
 
			 }
 
		 }
 
 
		 // if faces are completely degenerate after merging vertices, we
		 // have to remove them from the geometry.
		 var faceIndicesToRemove = [];
 
		 for ( i = 0, il = this.faces.length; i < il; i ++ ) {
 
			 face = this.faces[ i ];
 
			 face.a = changes[ face.a ];
			 face.b = changes[ face.b ];
			 face.c = changes[ face.c ];
 
			 indices = [ face.a, face.b, face.c ];
 
			 var dupIndex = - 1;
 
			 // if any duplicate vertices are found in a Face3
			 // we have to remove the face as nothing can be saved
			 for ( var n = 0; n < 3; n ++ ) {
 
				 if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
 
					 dupIndex = n;
					 faceIndicesToRemove.push( i );
					 break;
 
				 }
 
			 }
 
		 }
 
		 for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
 
			 var idx = faceIndicesToRemove[ i ];
 
			 this.faces.splice( idx, 1 );
 
			 for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
 
				 this.faceVertexUvs[ j ].splice( idx, 1 );
 
			 }
 
		 }
 
		 // Use unique set of vertices
 
		 var diff = this.vertices.length - unique.length;
		 this.vertices = unique;
		 return diff;
 
	 },
 
	 sortFacesByMaterialIndex: function () {
 
		 var faces = this.faces;
		 var length = faces.length;
 
		 // tag faces
 
		 for ( var i = 0; i < length; i ++ ) {
 
			 faces[ i ]._id = i;
 
		 }
 
		 // sort faces
 
		 function materialIndexSort( a, b ) {
 
			 return a.materialIndex - b.materialIndex;
 
		 }
 
		 faces.sort( materialIndexSort );
 
		 // sort uvs
 
		 var uvs1 = this.faceVertexUvs[ 0 ];
		 var uvs2 = this.faceVertexUvs[ 1 ];
 
		 var newUvs1, newUvs2;
 
		 if ( uvs1 && uvs1.length === length ) newUvs1 = [];
		 if ( uvs2 && uvs2.length === length ) newUvs2 = [];
 
		 for ( var i = 0; i < length; i ++ ) {
 
			 var id = faces[ i ]._id;
 
			 if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
			 if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
 
		 }
 
		 if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
		 if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
 
	 },
 
	 toJSON: function () {
 
		 var data = {
			 metadata: {
				 version: 4.4,
				 type: 'Geometry',
				 generator: 'Geometry.toJSON'
			 }
		 };
 
		 // standard Geometry serialization
 
		 data.uuid = this.uuid;
		 data.type = this.type;
		 if ( this.name !== '' ) data.name = this.name;
 
		 if ( this.parameters !== undefined ) {
 
			 var parameters = this.parameters;
 
			 for ( var key in parameters ) {
 
				 if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
 
			 }
 
			 return data;
 
		 }
 
		 var vertices = [];
 
		 for ( var i = 0; i < this.vertices.length; i ++ ) {
 
			 var vertex = this.vertices[ i ];
			 vertices.push( vertex.x, vertex.y, vertex.z );
 
		 }
 
		 var faces = [];
		 var normals = [];
		 var normalsHash = {};
		 var colors = [];
		 var colorsHash = {};
		 var uvs = [];
		 var uvsHash = {};
 
		 for ( var i = 0; i < this.faces.length; i ++ ) {
 
			 var face = this.faces[ i ];
 
			 var hasMaterial = false; // face.materialIndex !== undefined;
			 var hasFaceUv = false; // deprecated
			 var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
			 var hasFaceNormal = face.normal.length() > 0;
			 var hasFaceVertexNormal = face.vertexNormals.length > 0;
			 var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
			 var hasFaceVertexColor = face.vertexColors.length > 0;
 
			 var faceType = 0;
 
			 faceType = setBit( faceType, 0, 0 );
			 faceType = setBit( faceType, 1, hasMaterial );
			 faceType = setBit( faceType, 2, hasFaceUv );
			 faceType = setBit( faceType, 3, hasFaceVertexUv );
			 faceType = setBit( faceType, 4, hasFaceNormal );
			 faceType = setBit( faceType, 5, hasFaceVertexNormal );
			 faceType = setBit( faceType, 6, hasFaceColor );
			 faceType = setBit( faceType, 7, hasFaceVertexColor );
 
			 faces.push( faceType );
			 faces.push( face.a, face.b, face.c );
 
			 if ( hasFaceVertexUv ) {
 
				 var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
 
				 faces.push(
					 getUvIndex( faceVertexUvs[ 0 ] ),
					 getUvIndex( faceVertexUvs[ 1 ] ),
					 getUvIndex( faceVertexUvs[ 2 ] )
				 );
 
			 }
 
			 if ( hasFaceNormal ) {
 
				 faces.push( getNormalIndex( face.normal ) );
 
			 }
 
			 if ( hasFaceVertexNormal ) {
 
				 var vertexNormals = face.vertexNormals;
 
				 faces.push(
					 getNormalIndex( vertexNormals[ 0 ] ),
					 getNormalIndex( vertexNormals[ 1 ] ),
					 getNormalIndex( vertexNormals[ 2 ] )
				 );
 
			 }
 
			 if ( hasFaceColor ) {
 
				 faces.push( getColorIndex( face.color ) );
 
			 }
 
			 if ( hasFaceVertexColor ) {
 
				 var vertexColors = face.vertexColors;
 
				 faces.push(
					 getColorIndex( vertexColors[ 0 ] ),
					 getColorIndex( vertexColors[ 1 ] ),
					 getColorIndex( vertexColors[ 2 ] )
				 );
 
			 }
 
		 }
 
		 function setBit( value, position, enabled ) {
 
			 return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
 
		 }
 
		 function getNormalIndex( normal ) {
 
			 var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
 
			 if ( normalsHash[ hash ] !== undefined ) {
 
				 return normalsHash[ hash ];
 
			 }
 
			 normalsHash[ hash ] = normals.length / 3;
			 normals.push( normal.x, normal.y, normal.z );
 
			 return normalsHash[ hash ];
 
		 }
 
		 function getColorIndex( color ) {
 
			 var hash = color.r.toString() + color.g.toString() + color.b.toString();
 
			 if ( colorsHash[ hash ] !== undefined ) {
 
				 return colorsHash[ hash ];
 
			 }
 
			 colorsHash[ hash ] = colors.length;
			 colors.push( color.getHex() );
 
			 return colorsHash[ hash ];
 
		 }
 
		 function getUvIndex( uv ) {
 
			 var hash = uv.x.toString() + uv.y.toString();
 
			 if ( uvsHash[ hash ] !== undefined ) {
 
				 return uvsHash[ hash ];
 
			 }
 
			 uvsHash[ hash ] = uvs.length / 2;
			 uvs.push( uv.x, uv.y );
 
			 return uvsHash[ hash ];
 
		 }
 
		 data.data = {};
 
		 data.data.vertices = vertices;
		 data.data.normals = normals;
		 if ( colors.length > 0 ) data.data.colors = colors;
		 if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
		 data.data.faces = faces;
 
		 return data;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( source ) {
 
		 this.vertices = [];
		 this.faces = [];
		 this.faceVertexUvs = [ [] ];
 
		 var vertices = source.vertices;
 
		 for ( var i = 0, il = vertices.length; i < il; i ++ ) {
 
			 this.vertices.push( vertices[ i ].clone() );
 
		 }
 
		 var faces = source.faces;
 
		 for ( var i = 0, il = faces.length; i < il; i ++ ) {
 
			 this.faces.push( faces[ i ].clone() );
 
		 }
 
		 for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
 
			 var faceVertexUvs = source.faceVertexUvs[ i ];
 
			 if ( this.faceVertexUvs[ i ] === undefined ) {
 
				 this.faceVertexUvs[ i ] = [];
 
			 }
 
			 for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
 
				 var uvs = faceVertexUvs[ j ], uvsCopy = [];
 
				 for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
 
					 var uv = uvs[ k ];
 
					 uvsCopy.push( uv.clone() );
 
				 }
 
				 this.faceVertexUvs[ i ].push( uvsCopy );
 
			 }
 
		 }
 
		 return this;
 
	 },
 
	 dispose: function () {
 
		 this.dispatchEvent( { type: 'dispose' } );
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
 
 THREE.GeometryIdCount = 0;
 
 // File:src/core/DirectGeometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.DirectGeometry = function () {
 
	 Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.name = '';
	 this.type = 'DirectGeometry';
 
	 this.indices = [];
	 this.vertices = [];
	 this.normals = [];
	 this.colors = [];
	 this.uvs = [];
	 this.uvs2 = [];
 
	 this.groups = [];
 
	 this.morphTargets = {};
 
	 this.skinWeights = [];
	 this.skinIndices = [];
 
	 // this.lineDistances = [];
 
	 this.boundingBox = null;
	 this.boundingSphere = null;
 
	 // update flags
 
	 this.verticesNeedUpdate = false;
	 this.normalsNeedUpdate = false;
	 this.colorsNeedUpdate = false;
	 this.uvsNeedUpdate = false;
	 this.groupsNeedUpdate = false;
 
 };
 
 THREE.DirectGeometry.prototype = {
 
	 constructor: THREE.DirectGeometry,
 
	 computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox,
	 computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere,
 
	 computeFaceNormals: function () {
 
		 console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' );
 
	 },
 
	 computeVertexNormals: function () {
 
		 console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' );
 
	 },
 
	 computeGroups: function ( geometry ) {
 
		 var group;
		 var groups = [];
		 var materialIndex;
 
		 var faces = geometry.faces;
 
		 for ( var i = 0; i < faces.length; i ++ ) {
 
			 var face = faces[ i ];
 
			 // materials
 
			 if ( face.materialIndex !== materialIndex ) {
 
				 materialIndex = face.materialIndex;
 
				 if ( group !== undefined ) {
 
					 group.count = ( i * 3 ) - group.start;
					 groups.push( group );
 
				 }
 
				 group = {
					 start: i * 3,
					 materialIndex: materialIndex
				 };
 
			 }
 
		 }
 
		 if ( group !== undefined ) {
 
			 group.count = ( i * 3 ) - group.start;
			 groups.push( group );
 
		 }
 
		 this.groups = groups;
 
	 },
 
	 fromGeometry: function ( geometry ) {
 
		 var faces = geometry.faces;
		 var vertices = geometry.vertices;
		 var faceVertexUvs = geometry.faceVertexUvs;
 
		 var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
		 var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
 
		 // morphs
 
		 var morphTargets = geometry.morphTargets;
		 var morphTargetsLength = morphTargets.length;
 
		 if ( morphTargetsLength > 0 ) {
 
			 var morphTargetsPosition = [];
 
			 for ( var i = 0; i < morphTargetsLength; i ++ ) {
 
				 morphTargetsPosition[ i ] = [];
 
			 }
 
			 this.morphTargets.position = morphTargetsPosition;
 
		 }
 
		 var morphNormals = geometry.morphNormals;
		 var morphNormalsLength = morphNormals.length;
 
		 if ( morphNormalsLength > 0 ) {
 
			 var morphTargetsNormal = [];
 
			 for ( var i = 0; i < morphNormalsLength; i ++ ) {
 
				 morphTargetsNormal[ i ] = [];
 
			 }
 
			 this.morphTargets.normal = morphTargetsNormal;
 
		 }
 
		 // skins
 
		 var skinIndices = geometry.skinIndices;
		 var skinWeights = geometry.skinWeights;
 
		 var hasSkinIndices = skinIndices.length === vertices.length;
		 var hasSkinWeights = skinWeights.length === vertices.length;
 
		 //
 
		 for ( var i = 0; i < faces.length; i ++ ) {
 
			 var face = faces[ i ];
 
			 this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
 
			 var vertexNormals = face.vertexNormals;
 
			 if ( vertexNormals.length === 3 ) {
 
				 this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
 
			 } else {
 
				 var normal = face.normal;
 
				 this.normals.push( normal, normal, normal );
 
			 }
 
			 var vertexColors = face.vertexColors;
 
			 if ( vertexColors.length === 3 ) {
 
				 this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
 
			 } else {
 
				 var color = face.color;
 
				 this.colors.push( color, color, color );
 
			 }
 
			 if ( hasFaceVertexUv === true ) {
 
				 var vertexUvs = faceVertexUvs[ 0 ][ i ];
 
				 if ( vertexUvs !== undefined ) {
 
					 this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
 
				 } else {
 
					 console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
 
					 this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
 
				 }
 
			 }
 
			 if ( hasFaceVertexUv2 === true ) {
 
				 var vertexUvs = faceVertexUvs[ 1 ][ i ];
 
				 if ( vertexUvs !== undefined ) {
 
					 this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
 
				 } else {
 
					 console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
 
					 this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
 
				 }
 
			 }
 
			 // morphs
 
			 for ( var j = 0; j < morphTargetsLength; j ++ ) {
 
				 var morphTarget = morphTargets[ j ].vertices;
 
				 morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
 
			 }
 
			 for ( var j = 0; j < morphNormalsLength; j ++ ) {
 
				 var morphNormal = morphNormals[ j ].vertexNormals[ i ];
 
				 morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
 
			 }
 
			 // skins
 
			 if ( hasSkinIndices ) {
 
				 this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
 
			 }
 
			 if ( hasSkinWeights ) {
 
				 this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
 
			 }
 
		 }
 
		 this.computeGroups( geometry );
 
		 this.verticesNeedUpdate = geometry.verticesNeedUpdate;
		 this.normalsNeedUpdate = geometry.normalsNeedUpdate;
		 this.colorsNeedUpdate = geometry.colorsNeedUpdate;
		 this.uvsNeedUpdate = geometry.uvsNeedUpdate;
		 this.groupsNeedUpdate = geometry.groupsNeedUpdate;
 
		 return this;
 
	 },
 
	 dispose: function () {
 
		 this.dispatchEvent( { type: 'dispose' } );
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.DirectGeometry.prototype );
 
 // File:src/core/BufferGeometry.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.BufferGeometry = function () {
 
	 Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.name = '';
	 this.type = 'BufferGeometry';
 
	 this.index = null;
	 this.attributes = {};
 
	 this.morphAttributes = {};
 
	 this.groups = [];
 
	 this.boundingBox = null;
	 this.boundingSphere = null;
 
	 this.drawRange = { start: 0, count: Infinity };
 
 };
 
 THREE.BufferGeometry.prototype = {
 
	 constructor: THREE.BufferGeometry,
 
	 addIndex: function ( index ) {
 
		 console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
		 this.setIndex( index );
 
	 },
 
	 getIndex: function () {
 
		 return this.index;
 
	 },
 
	 setIndex: function ( index ) {
 
		 this.index = index;
 
	 },
 
	 addAttribute: function ( name, attribute ) {
 
		 if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) {
 
			 console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
 
			 this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
 
			 return;
 
		 }
 
		 if ( name === 'index' ) {
 
			 console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
			 this.setIndex( attribute );
 
			 return;
 
		 }
 
		 this.attributes[ name ] = attribute;
 
	 },
 
	 getAttribute: function ( name ) {
 
		 return this.attributes[ name ];
 
	 },
 
	 removeAttribute: function ( name ) {
 
		 delete this.attributes[ name ];
 
	 },
 
	 get drawcalls() {
 
		 console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
		 return this.groups;
 
	 },
 
	 get offsets() {
 
		 console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
		 return this.groups;
 
	 },
 
	 addDrawCall: function ( start, count, indexOffset ) {
 
		 if ( indexOffset !== undefined ) {
 
			 console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
 
		 }
 
		 console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
		 this.addGroup( start, count );
 
	 },
 
	 clearDrawCalls: function () {
 
		 console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
		 this.clearGroups();
 
	 },
 
	 addGroup: function ( start, count, materialIndex ) {
 
		 this.groups.push( {
 
			 start: start,
			 count: count,
			 materialIndex: materialIndex !== undefined ? materialIndex : 0
 
		 } );
 
	 },
 
	 clearGroups: function () {
 
		 this.groups = [];
 
	 },
 
	 setDrawRange: function ( start, count ) {
 
		 this.drawRange.start = start;
		 this.drawRange.count = count;
 
	 },
 
	 applyMatrix: function ( matrix ) {
 
		 var position = this.attributes.position;
 
		 if ( position !== undefined ) {
 
			 matrix.applyToVector3Array( position.array );
			 position.needsUpdate = true;
 
		 }
 
		 var normal = this.attributes.normal;
 
		 if ( normal !== undefined ) {
 
			 var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
 
			 normalMatrix.applyToVector3Array( normal.array );
			 normal.needsUpdate = true;
 
		 }
 
		 if ( this.boundingBox !== null ) {
 
			 this.computeBoundingBox();
 
		 }
 
		 if ( this.boundingSphere !== null ) {
 
			 this.computeBoundingSphere();
 
		 }
 
	 },
 
	 rotateX: function () {
 
		 // rotate geometry around world x-axis
 
		 var m1;
 
		 return function rotateX( angle ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeRotationX( angle );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 rotateY: function () {
 
		 // rotate geometry around world y-axis
 
		 var m1;
 
		 return function rotateY( angle ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeRotationY( angle );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 rotateZ: function () {
 
		 // rotate geometry around world z-axis
 
		 var m1;
 
		 return function rotateZ( angle ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeRotationZ( angle );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 translate: function () {
 
		 // translate geometry
 
		 var m1;
 
		 return function translate( x, y, z ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeTranslation( x, y, z );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 scale: function () {
 
		 // scale geometry
 
		 var m1;
 
		 return function scale( x, y, z ) {
 
			 if ( m1 === undefined ) m1 = new THREE.Matrix4();
 
			 m1.makeScale( x, y, z );
 
			 this.applyMatrix( m1 );
 
			 return this;
 
		 };
 
	 }(),
 
	 lookAt: function () {
 
		 var obj;
 
		 return function lookAt( vector ) {
 
			 if ( obj === undefined ) obj = new THREE.Object3D();
 
			 obj.lookAt( vector );
 
			 obj.updateMatrix();
 
			 this.applyMatrix( obj.matrix );
 
		 };
 
	 }(),
 
	 center: function () {
 
		 this.computeBoundingBox();
 
		 var offset = this.boundingBox.center().negate();
 
		 this.translate( offset.x, offset.y, offset.z );
 
		 return offset;
 
	 },
 
	 setFromObject: function ( object ) {
 
		 // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
 
		 var geometry = object.geometry;
 
		 if ( object instanceof THREE.Points || object instanceof THREE.Line ) {
 
			 var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 );
			 var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 );
 
			 this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
			 this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
 
			 if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
 
				 var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 );
 
				 this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
 
			 }
 
			 if ( geometry.boundingSphere !== null ) {
 
				 this.boundingSphere = geometry.boundingSphere.clone();
 
			 }
 
			 if ( geometry.boundingBox !== null ) {
 
				 this.boundingBox = geometry.boundingBox.clone();
 
			 }
 
		 } else if ( object instanceof THREE.Mesh ) {
 
			 if ( geometry instanceof THREE.Geometry ) {
 
				 this.fromGeometry( geometry );
 
			 }
 
		 }
 
		 return this;
 
	 },
 
	 updateFromObject: function ( object ) {
 
		 var geometry = object.geometry;
 
		 if ( object instanceof THREE.Mesh ) {
 
			 var direct = geometry.__directGeometry;
 
			 if ( direct === undefined ) {
 
				 return this.fromGeometry( geometry );
 
			 }
 
			 direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
			 direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
			 direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
			 direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
			 direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
 
			 geometry.verticesNeedUpdate = false;
			 geometry.normalsNeedUpdate = false;
			 geometry.colorsNeedUpdate = false;
			 geometry.uvsNeedUpdate = false;
			 geometry.groupsNeedUpdate = false;
 
			 geometry = direct;
 
		 }
 
		 if ( geometry.verticesNeedUpdate === true ) {
 
			 var attribute = this.attributes.position;
 
			 if ( attribute !== undefined ) {
 
				 attribute.copyVector3sArray( geometry.vertices );
				 attribute.needsUpdate = true;
 
			 }
 
			 geometry.verticesNeedUpdate = false;
 
		 }
 
		 if ( geometry.normalsNeedUpdate === true ) {
 
			 var attribute = this.attributes.normal;
 
			 if ( attribute !== undefined ) {
 
				 attribute.copyVector3sArray( geometry.normals );
				 attribute.needsUpdate = true;
 
			 }
 
			 geometry.normalsNeedUpdate = false;
 
		 }
 
		 if ( geometry.colorsNeedUpdate === true ) {
 
			 var attribute = this.attributes.color;
 
			 if ( attribute !== undefined ) {
 
				 attribute.copyColorsArray( geometry.colors );
				 attribute.needsUpdate = true;
 
			 }
 
			 geometry.colorsNeedUpdate = false;
 
		 }
 
		 if ( geometry.uvsNeedUpdate ) {
 
				 var attribute = this.attributes.uv;
 
				 if ( attribute !== undefined ) {
 
						 attribute.copyVector2sArray( geometry.uvs );
						 attribute.needsUpdate = true;
 
				 }
 
				 geometry.uvsNeedUpdate = false;
 
		 }
 
		 if ( geometry.lineDistancesNeedUpdate ) {
 
			 var attribute = this.attributes.lineDistance;
 
			 if ( attribute !== undefined ) {
 
				 attribute.copyArray( geometry.lineDistances );
				 attribute.needsUpdate = true;
 
			 }
 
			 geometry.lineDistancesNeedUpdate = false;
 
		 }
 
		 if ( geometry.groupsNeedUpdate ) {
 
			 geometry.computeGroups( object.geometry );
			 this.groups = geometry.groups;
 
			 geometry.groupsNeedUpdate = false;
 
		 }
 
		 return this;
 
	 },
 
	 fromGeometry: function ( geometry ) {
 
		 geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry );
 
		 return this.fromDirectGeometry( geometry.__directGeometry );
 
	 },
 
	 fromDirectGeometry: function ( geometry ) {
 
		 var positions = new Float32Array( geometry.vertices.length * 3 );
		 this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
 
		 if ( geometry.normals.length > 0 ) {
 
			 var normals = new Float32Array( geometry.normals.length * 3 );
			 this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
 
		 }
 
		 if ( geometry.colors.length > 0 ) {
 
			 var colors = new Float32Array( geometry.colors.length * 3 );
			 this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
 
		 }
 
		 if ( geometry.uvs.length > 0 ) {
 
			 var uvs = new Float32Array( geometry.uvs.length * 2 );
			 this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
 
		 }
 
		 if ( geometry.uvs2.length > 0 ) {
 
			 var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
			 this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
 
		 }
 
		 if ( geometry.indices.length > 0 ) {
 
			 var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array;
			 var indices = new TypeArray( geometry.indices.length * 3 );
			 this.setIndex( new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
 
		 }
 
		 // groups
 
		 this.groups = geometry.groups;
 
		 // morphs
 
		 for ( var name in geometry.morphTargets ) {
 
			 var array = [];
			 var morphTargets = geometry.morphTargets[ name ];
 
			 for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
 
				 var morphTarget = morphTargets[ i ];
 
				 var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 );
 
				 array.push( attribute.copyVector3sArray( morphTarget ) );
 
			 }
 
			 this.morphAttributes[ name ] = array;
 
		 }
 
		 // skinning
 
		 if ( geometry.skinIndices.length > 0 ) {
 
			 var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 );
			 this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
 
		 }
 
		 if ( geometry.skinWeights.length > 0 ) {
 
			 var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 );
			 this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
 
		 }
 
		 //
 
		 if ( geometry.boundingSphere !== null ) {
 
			 this.boundingSphere = geometry.boundingSphere.clone();
 
		 }
 
		 if ( geometry.boundingBox !== null ) {
 
			 this.boundingBox = geometry.boundingBox.clone();
 
		 }
 
		 return this;
 
	 },
 
	 computeBoundingBox: function () {
 
		 var vector = new THREE.Vector3();
 
		 return function () {
 
			 if ( this.boundingBox === null ) {
 
				 this.boundingBox = new THREE.Box3();
 
			 }
 
			 var positions = this.attributes.position.array;
 
			 if ( positions ) {
 
				 var bb = this.boundingBox;
				 bb.makeEmpty();
 
				 for ( var i = 0, il = positions.length; i < il; i += 3 ) {
 
					 vector.fromArray( positions, i );
					 bb.expandByPoint( vector );
 
				 }
 
			 }
 
			 if ( positions === undefined || positions.length === 0 ) {
 
				 this.boundingBox.min.set( 0, 0, 0 );
				 this.boundingBox.max.set( 0, 0, 0 );
 
			 }
 
			 if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
 
				 console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
 
			 }
 
		 };
 
	 }(),
 
	 computeBoundingSphere: function () {
 
		 var box = new THREE.Box3();
		 var vector = new THREE.Vector3();
 
		 return function () {
 
			 if ( this.boundingSphere === null ) {
 
				 this.boundingSphere = new THREE.Sphere();
 
			 }
 
			 var positions = this.attributes.position.array;
 
			 if ( positions ) {
 
				 box.makeEmpty();
 
				 var center = this.boundingSphere.center;
 
				 for ( var i = 0, il = positions.length; i < il; i += 3 ) {
 
					 vector.fromArray( positions, i );
					 box.expandByPoint( vector );
 
				 }
 
				 box.center( center );
 
				 // hoping to find a boundingSphere with a radius smaller than the
				 // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
 
				 var maxRadiusSq = 0;
 
				 for ( var i = 0, il = positions.length; i < il; i += 3 ) {
 
					 vector.fromArray( positions, i );
					 maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
 
				 }
 
				 this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
 
				 if ( isNaN( this.boundingSphere.radius ) ) {
 
					 console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
 
				 }
 
			 }
 
		 };
 
	 }(),
 
	 computeFaceNormals: function () {
 
		 // backwards compatibility
 
	 },
 
	 computeVertexNormals: function () {
 
		 var index = this.index;
		 var attributes = this.attributes;
		 var groups = this.groups;
 
		 if ( attributes.position ) {
 
			 var positions = attributes.position.array;
 
			 if ( attributes.normal === undefined ) {
 
				 this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
 
			 } else {
 
				 // reset existing normals to zero
 
				 var normals = attributes.normal.array;
 
				 for ( var i = 0, il = normals.length; i < il; i ++ ) {
 
					 normals[ i ] = 0;
 
				 }
 
			 }
 
			 var normals = attributes.normal.array;
 
			 var vA, vB, vC,
 
			 pA = new THREE.Vector3(),
			 pB = new THREE.Vector3(),
			 pC = new THREE.Vector3(),
 
			 cb = new THREE.Vector3(),
			 ab = new THREE.Vector3();
 
			 // indexed elements
 
			 if ( index ) {
 
				 var indices = index.array;
 
				 if ( groups.length === 0 ) {
 
					 this.addGroup( 0, indices.length );
 
				 }
 
				 for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
 
					 var group = groups[ j ];
 
					 var start = group.start;
					 var count = group.count;
 
					 for ( var i = start, il = start + count; i < il; i += 3 ) {
 
						 vA = indices[ i + 0 ] * 3;
						 vB = indices[ i + 1 ] * 3;
						 vC = indices[ i + 2 ] * 3;
 
						 pA.fromArray( positions, vA );
						 pB.fromArray( positions, vB );
						 pC.fromArray( positions, vC );
 
						 cb.subVectors( pC, pB );
						 ab.subVectors( pA, pB );
						 cb.cross( ab );
 
						 normals[ vA ] += cb.x;
						 normals[ vA + 1 ] += cb.y;
						 normals[ vA + 2 ] += cb.z;
 
						 normals[ vB ] += cb.x;
						 normals[ vB + 1 ] += cb.y;
						 normals[ vB + 2 ] += cb.z;
 
						 normals[ vC ] += cb.x;
						 normals[ vC + 1 ] += cb.y;
						 normals[ vC + 2 ] += cb.z;
 
					 }
 
				 }
 
			 } else {
 
				 // non-indexed elements (unconnected triangle soup)
 
				 for ( var i = 0, il = positions.length; i < il; i += 9 ) {
 
					 pA.fromArray( positions, i );
					 pB.fromArray( positions, i + 3 );
					 pC.fromArray( positions, i + 6 );
 
					 cb.subVectors( pC, pB );
					 ab.subVectors( pA, pB );
					 cb.cross( ab );
 
					 normals[ i ] = cb.x;
					 normals[ i + 1 ] = cb.y;
					 normals[ i + 2 ] = cb.z;
 
					 normals[ i + 3 ] = cb.x;
					 normals[ i + 4 ] = cb.y;
					 normals[ i + 5 ] = cb.z;
 
					 normals[ i + 6 ] = cb.x;
					 normals[ i + 7 ] = cb.y;
					 normals[ i + 8 ] = cb.z;
 
				 }
 
			 }
 
			 this.normalizeNormals();
 
			 attributes.normal.needsUpdate = true;
 
		 }
 
	 },
 
	 computeTangents: function () {
 
		 console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
 
	 },
 
	 computeOffsets: function ( size ) {
 
		 console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.')
 
	 },
 
	 merge: function ( geometry, offset ) {
 
		 if ( geometry instanceof THREE.BufferGeometry === false ) {
 
			 console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
			 return;
 
		 }
 
		 if ( offset === undefined ) offset = 0;
 
		 var attributes = this.attributes;
 
		 for ( var key in attributes ) {
 
			 if ( geometry.attributes[ key ] === undefined ) continue;
 
			 var attribute1 = attributes[ key ];
			 var attributeArray1 = attribute1.array;
 
			 var attribute2 = geometry.attributes[ key ];
			 var attributeArray2 = attribute2.array;
 
			 var attributeSize = attribute2.itemSize;
 
			 for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
 
				 attributeArray1[ j ] = attributeArray2[ i ];
 
			 }
 
		 }
 
		 return this;
 
	 },
 
	 normalizeNormals: function () {
 
		 var normals = this.attributes.normal.array;
 
		 var x, y, z, n;
 
		 for ( var i = 0, il = normals.length; i < il; i += 3 ) {
 
			 x = normals[ i ];
			 y = normals[ i + 1 ];
			 z = normals[ i + 2 ];
 
			 n = 1.0 / Math.sqrt( x * x + y * y + z * z );
 
			 normals[ i ] *= n;
			 normals[ i + 1 ] *= n;
			 normals[ i + 2 ] *= n;
 
		 }
 
	 },
 
	 toJSON: function () {
 
		 var data = {
			 metadata: {
				 version: 4.4,
				 type: 'BufferGeometry',
				 generator: 'BufferGeometry.toJSON'
			 }
		 };
 
		 // standard BufferGeometry serialization
 
		 data.uuid = this.uuid;
		 data.type = this.type;
		 if ( this.name !== '' ) data.name = this.name;
 
		 if ( this.parameters !== undefined ) {
 
			 var parameters = this.parameters;
 
			 for ( var key in parameters ) {
 
				 if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
 
			 }
 
			 return data;
 
		 }
 
		 data.data = { attributes: {} };
 
		 var index = this.index;
 
		 if ( index !== null ) {
 
			 var array = Array.prototype.slice.call( index.array );
 
			 data.data.index = {
				 type: index.array.constructor.name,
				 array: array
			 };
 
		 }
 
		 var attributes = this.attributes;
 
		 for ( var key in attributes ) {
 
			 var attribute = attributes[ key ];
 
			 var array = Array.prototype.slice.call( attribute.array );
 
			 data.data.attributes[ key ] = {
				 itemSize: attribute.itemSize,
				 type: attribute.array.constructor.name,
				 array: array
			 };
 
		 }
 
		 var groups = this.groups;
 
		 if ( groups.length > 0 ) {
 
			 data.data.groups = JSON.parse( JSON.stringify( groups ) );
 
		 }
 
		 var boundingSphere = this.boundingSphere;
 
		 if ( boundingSphere !== null ) {
 
			 data.data.boundingSphere = {
				 center: boundingSphere.center.toArray(),
				 radius: boundingSphere.radius
			 };
 
		 }
 
		 return data;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( source ) {
 
		 var index = source.index;
 
		 if ( index !== null ) {
 
			 this.setIndex( index.clone() );
 
		 }
 
		 var attributes = source.attributes;
 
		 for ( var name in attributes ) {
 
			 var attribute = attributes[ name ];
			 this.addAttribute( name, attribute.clone() );
 
		 }
 
		 var groups = source.groups;
 
		 for ( var i = 0, l = groups.length; i < l; i ++ ) {
 
			 var group = groups[ i ];
			 this.addGroup( group.start, group.count );
 
		 }
 
		 return this;
 
	 },
 
	 dispose: function () {
 
		 this.dispatchEvent( { type: 'dispose' } );
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
 
 THREE.BufferGeometry.MaxIndex = 65535;
 
 // File:src/core/InstancedBufferGeometry.js
 
 /**
	* @author benaadams / https://twitter.com/ben_a_adams
	*/
 
 THREE.InstancedBufferGeometry = function () {
 
	 THREE.BufferGeometry.call( this );
 
	 this.type = 'InstancedBufferGeometry';
	 this.maxInstancedCount = undefined;
 
 };
 
 THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
 THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry;
 
 THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) {
 
	 this.groups.push( {
 
		 start: start,
		 count: count,
		 instances: instances
 
	 } );
 
 };
 
 THREE.InstancedBufferGeometry.prototype.copy = function ( source ) {
 
	 var index = source.index;
 
	 if ( index !== null ) {
 
		 this.setIndex( index.clone() );
 
	 }
 
	 var attributes = source.attributes;
 
	 for ( var name in attributes ) {
 
		 var attribute = attributes[ name ];
		 this.addAttribute( name, attribute.clone() );
 
	 }
 
	 var groups = source.groups;
 
	 for ( var i = 0, l = groups.length; i < l; i ++ ) {
 
		 var group = groups[ i ];
		 this.addGroup( group.start, group.count, group.instances );
 
	 }
 
	 return this;
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype );
 
 // File:src/animation/AnimationAction.js
 
 /**
	*
	* A clip that has been explicitly scheduled.
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.AnimationAction = function ( clip, startTime, timeScale, weight, loop ) {
 
	 if ( clip === undefined ) throw new Error( 'clip is null' );
	 this.clip = clip;
	 this.localRoot = null;
	 this.startTime = startTime || 0;
	 this.timeScale = timeScale || 1;
	 this.weight = weight || 1;
	 this.loop = loop || THREE.LoopRepeat;
	 this.loopCount = 0;
	 this.enabled = true;	// allow for easy disabling of the action.
 
	 this.actionTime = - this.startTime;
	 this.clipTime = 0;
 
	 this.propertyBindings = [];
 };
 
 /*
 THREE.LoopOnce = 2200;
 THREE.LoopRepeat = 2201;
 THREE.LoopPingPing = 2202;
 */
 
 THREE.AnimationAction.prototype = {
 
	 constructor: THREE.AnimationAction,
 
	 setLocalRoot: function( localRoot ) {
 
		 this.localRoot = localRoot;
 
		 return this;
 
	 },
 
	 updateTime: function( clipDeltaTime ) {
 
		 var previousClipTime = this.clipTime;
				var previousLoopCount = this.loopCount;
				var previousActionTime = this.actionTime;
 
		 var duration = this.clip.duration;
 
		 this.actionTime = this.actionTime + clipDeltaTime;
 
		 if ( this.loop === THREE.LoopOnce ) {
 
			 this.loopCount = 0;
			 this.clipTime = Math.min( Math.max( this.actionTime, 0 ), duration );
 
			 // if time is changed since last time, see if we have hit a start/end limit
			 if ( this.clipTime !== previousClipTime ) {
 
				 if ( this.clipTime === duration ) {
 
					 this.mixer.dispatchEvent( { type: 'finished', action: this, direction: 1 } );
 
				 } else if ( this.clipTime === 0 ) {
 
					 this.mixer.dispatchEvent( { type: 'finished', action: this, direction: -1 } );
 
				 }
 
			 }
 
 
			 return this.clipTime;
 
		 }
 
		 this.loopCount = Math.floor( this.actionTime / duration );
 
		 var newClipTime = this.actionTime - this.loopCount * duration;
		 newClipTime = newClipTime % duration;
 
		 // if we are ping pong looping, ensure that we go backwards when appropriate
		 if ( this.loop == THREE.LoopPingPong ) {
 
			 if ( Math.abs( this.loopCount % 2 ) === 1 ) {
 
				 newClipTime = duration - newClipTime;
 
			 }
 
		 }
 
		 this.clipTime = newClipTime;
 
		 if ( this.loopCount !== previousLoopCount ) {
 
					this.mixer.dispatchEvent( { type: 'loop', action: this, loopDelta: ( this.loopCount - this.loopCount ) } );
 
				}
 
				return this.clipTime;
 
	 },
 
	 syncWith: function( action ) {
 
		 this.actionTime = action.actionTime;
		 this.timeScale = action.timeScale;
 
		 return this;
	 },
 
	 warpToDuration: function( duration ) {
 
		 this.timeScale = this.clip.duration / duration;
 
		 return this;
	 },
 
	 init: function( time ) {
 
		 this.clipTime = time - this.startTime;
 
		 return this;
 
	 },
 
	 update: function( clipDeltaTime ) {
 
		 this.updateTime( clipDeltaTime );
 
		 var clipResults = this.clip.getAt( this.clipTime );
 
		 return clipResults;
 
	 },
 
	 getTimeScaleAt: function( time ) {
 
		 if ( this.timeScale.getAt ) {
			 // pass in time, not clip time, allows for fadein/fadeout across multiple loops of the clip
			 return this.timeScale.getAt( time );
 
		 }
 
		 return this.timeScale;
 
	 },
 
	 getWeightAt: function( time ) {
 
		 if ( this.weight.getAt ) {
			 // pass in time, not clip time, allows for fadein/fadeout across multiple loops of the clip
			 return this.weight.getAt( time );
 
		 }
 
		 return this.weight;
 
	 }
 
 };
 
 // File:src/animation/AnimationClip.js
 
 /**
	*
	* Reusable set of Tracks that represent an animation.
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.AnimationClip = function ( name, duration, tracks ) {
 
	 this.name = name;
	 this.tracks = tracks;
	 this.duration = ( duration !== undefined ) ? duration : -1;
 
	 // this means it should figure out its duration by scanning the tracks
	 if ( this.duration < 0 ) {
		 for ( var i = 0; i < this.tracks.length; i ++ ) {
			 var track = this.tracks[i];
			 this.duration = Math.max( track.keys[ track.keys.length - 1 ].time );
		 }
	 }
 
	 // maybe only do these on demand, as doing them here could potentially slow down loading
	 // but leaving these here during development as this ensures a lot of testing of these functions
	 this.trim();
	 this.optimize();
 
	 this.results = [];
 
 };
 
 THREE.AnimationClip.prototype = {
 
	 constructor: THREE.AnimationClip,
 
	 getAt: function( clipTime ) {
 
		 clipTime = Math.max( 0, Math.min( clipTime, this.duration ) );
 
		 for ( var i = 0; i < this.tracks.length; i ++ ) {
 
			 var track = this.tracks[ i ];
 
			 this.results[ i ] = track.getAt( clipTime );
 
		 }
 
		 return this.results;
	 },
 
	 trim: function() {
 
		 for ( var i = 0; i < this.tracks.length; i ++ ) {
 
			 this.tracks[ i ].trim( 0, this.duration );
 
		 }
 
		 return this;
 
	 },
 
	 optimize: function() {
 
		 for ( var i = 0; i < this.tracks.length; i ++ ) {
 
			 this.tracks[ i ].optimize();
 
		 }
 
		 return this;
 
	 }
 
 };
 
 
 THREE.AnimationClip.CreateFromMorphTargetSequence = function( name, morphTargetSequence, fps ) {
 
 
	 var numMorphTargets = morphTargetSequence.length;
	 var tracks = [];
 
	 for ( var i = 0; i < numMorphTargets; i ++ ) {
 
		 var keys = [];
 
		 keys.push( { time: ( i + numMorphTargets - 1 ) % numMorphTargets, value: 0 } );
		 keys.push( { time: i, value: 1 } );
		 keys.push( { time: ( i + 1 ) % numMorphTargets, value: 0 } );
 
		 keys.sort( THREE.KeyframeTrack.keyComparer );
 
		 // if there is a key at the first frame, duplicate it as the last frame as well for perfect loop.
		 if ( keys[0].time === 0 ) {
			 keys.push( {
				 time: numMorphTargets,
				 value: keys[0].value
			 });
		 }
 
		 tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetSequence[i].name + ']', keys ).scale( 1.0 / fps ) );
	 }
 
	 return new THREE.AnimationClip( name, -1, tracks );
 
 };
 
 THREE.AnimationClip.findByName = function( clipArray, name ) {
 
	 for ( var i = 0; i < clipArray.length; i ++ ) {
 
		 if ( clipArray[i].name === name ) {
 
			 return clipArray[i];
 
		 }
	 }
 
	 return null;
 
 };
 
 THREE.AnimationClip.CreateClipsFromMorphTargetSequences = function( morphTargets, fps ) {
 
	 var animationToMorphTargets = {};
 
	 // tested with https://regex101.com/ on trick sequences such flamingo_flyA_003, flamingo_run1_003, crdeath0059
	 var pattern = /^([\w-]*?)([\d]+)$/;
 
	 // sort morph target names into animation groups based patterns like Walk_001, Walk_002, Run_001, Run_002
	 for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
 
		 var morphTarget = morphTargets[ i ];
		 var parts = morphTarget.name.match( pattern );
 
		 if ( parts && parts.length > 1 ) {
 
			 var name = parts[ 1 ];
 
			 var animationMorphTargets = animationToMorphTargets[ name ];
			 if ( ! animationMorphTargets ) {
				 animationToMorphTargets[ name ] = animationMorphTargets = [];
			 }
 
			 animationMorphTargets.push( morphTarget );
 
		 }
 
	 }
 
	 var clips = [];
 
	 for ( var name in animationToMorphTargets ) {
 
		 clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps ) );
	 }
 
	 return clips;
 
 };
 
 // parse the standard JSON format for clips
 THREE.AnimationClip.parse = function( json ) {
 
	 var tracks = [];
 
	 for ( var i = 0; i < json.tracks.length; i ++ ) {
 
		 tracks.push( THREE.KeyframeTrack.parse( json.tracks[i] ).scale( 1.0 / json.fps ) );
 
	 }
 
	 return new THREE.AnimationClip( json.name, json.duration, tracks );
 
 };
 
 
 // parse the animation.hierarchy format
 THREE.AnimationClip.parseAnimation = function( animation, bones, nodeName ) {
 
	 if ( ! animation ) {
		 console.error( "  no animation in JSONLoader data" );
		 return null;
	 }
 
	 var convertTrack = function( trackName, animationKeys, propertyName, trackType, animationKeyToValueFunc ) {
 
		 var keys = [];
 
		 for ( var k = 0; k < animationKeys.length; k ++ ) {
 
			 var animationKey = animationKeys[k];
 
			 if ( animationKey[propertyName] !== undefined ) {
 
				 keys.push( { time: animationKey.time, value: animationKeyToValueFunc( animationKey ) } );
			 }
 
		 }
 
		 // only return track if there are actually keys.
		 if ( keys.length > 0 ) {
 
			 return new trackType( trackName, keys );
 
		 }
 
		 return null;
 
	 };
 
	 var tracks = [];
 
	 var clipName = animation.name || 'default';
	 var duration = animation.length || -1; // automatic length determination in AnimationClip.
	 var fps = animation.fps || 30;
 
	 var hierarchyTracks = animation.hierarchy || [];
 
	 for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
 
		 var animationKeys = hierarchyTracks[ h ].keys;
 
		 // skip empty tracks
		 if ( ! animationKeys || animationKeys.length == 0 ) {
			 continue;
		 }
 
		 // process morph targets in a way exactly compatible with AnimationHandler.init( animation )
		 if ( animationKeys[0].morphTargets ) {
 
			 // figure out all morph targets used in this track
			 var morphTargetNames = {};
			 for ( var k = 0; k < animationKeys.length; k ++ ) {
 
				 if ( animationKeys[k].morphTargets ) {
					 for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
 
						 morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
					 }
				 }
 
			 }
 
			 // create a track for each morph target with all zero morphTargetInfluences except for the keys in which the morphTarget is named.
			 for ( var morphTargetName in morphTargetNames ) {
 
				 var keys = [];
 
				 for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
 
					 var animationKey = animationKeys[k];
 
					 keys.push( {
							 time: animationKey.time,
							 value: (( animationKey.morphTarget === morphTargetName ) ? 1 : 0 )
						 });
 
				 }
 
				 tracks.push( new THREE.NumberKeyframeTrack( nodeName + '.morphTargetInfluence[' + morphTargetName + ']', keys ) );
 
			 }
 
			 duration = morphTargetNames.length * ( fps || 1.0 );
 
		 } else {
 
			 var boneName = nodeName + '.bones[' + bones[ h ].name + ']';
 
			 // track contains positions...
			 var positionTrack = convertTrack( boneName + '.position', animationKeys, 'pos', THREE.VectorKeyframeTrack, function( animationKey ) {
					 return new THREE.Vector3().fromArray( animationKey.pos )
				 } );
 
			 if ( positionTrack ) tracks.push( positionTrack );
 
			 // track contains quaternions...
			 var quaternionTrack = convertTrack( boneName + '.quaternion', animationKeys, 'rot', THREE.QuaternionKeyframeTrack, function( animationKey ) {
					 if ( animationKey.rot.slerp ) {
						 return animationKey.rot.clone();
					 } else {
						 return new THREE.Quaternion().fromArray( animationKey.rot );
					 }
				 } );
 
			 if ( quaternionTrack ) tracks.push( quaternionTrack );
 
			 // track contains quaternions...
			 var scaleTrack = convertTrack( boneName + '.scale', animationKeys, 'scl', THREE.VectorKeyframeTrack, function( animationKey ) {
					 return new THREE.Vector3().fromArray( animationKey.scl )
				 } );
 
			 if ( scaleTrack ) tracks.push( scaleTrack );
 
		 }
	 }
 
	 if ( tracks.length === 0 ) {
 
		 return null;
 
	 }
 
	 var clip = new THREE.AnimationClip( clipName, duration, tracks );
 
	 return clip;
 
 };
 
 // File:src/animation/AnimationMixer.js
 
 /**
	*
	* Mixes together the AnimationClips scheduled by AnimationActions and applies them to the root and subtree
	*
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.AnimationMixer = function( root ) {
 
	 this.root = root;
	 this.time = 0;
	 this.timeScale = 1.0;
	 this.actions = [];
	 this.propertyBindingMap = {};
 
 };
 
 THREE.AnimationMixer.prototype = {
 
	 constructor: THREE.AnimationMixer,
 
	 addAction: function( action ) {
 
		 // TODO: check for duplicate action names?  Or provide each action with a UUID?
 
		 this.actions.push( action );
		 action.init( this.time );
		 action.mixer = this;
 
		 var tracks = action.clip.tracks;
 
		 var root = action.localRoot || this.root;
 
		 for ( var i = 0; i < tracks.length; i ++ ) {
 
			 var track = tracks[ i ];
 
			 var propertyBindingKey = root.uuid + '-' + track.name;
			 var propertyBinding = this.propertyBindingMap[ propertyBindingKey ];
 
			 if ( propertyBinding === undefined ) {
 
				 propertyBinding = new THREE.PropertyBinding( root, track.name );
				 this.propertyBindingMap[ propertyBindingKey ] = propertyBinding;
 
			 }
 
			 // push in the same order as the tracks.
			 action.propertyBindings.push( propertyBinding );
 
			 // track usages of shared property bindings, because if we leave too many around, the mixer can get slow
			 propertyBinding.referenceCount += 1;
 
		 }
 
	 },
 
	 removeAllActions: function() {
 
		 for ( var i = 0; i < this.actions.length; i ++ ) {
 
			 this.actions[i].mixer = null;
 
		 }
 
		 // unbind all property bindings
		 for ( var properyBindingKey in this.propertyBindingMap ) {
 
			 this.propertyBindingMap[ properyBindingKey ].unbind();
 
		 }
 
		 this.actions = [];
		 this.propertyBindingMap = {};
 
		 return this;
 
	 },
 
	 removeAction: function( action ) {
 
		 var index = this.actions.indexOf( action );
 
		 if ( index !== - 1 ) {
 
			 this.actions.splice( index, 1 );
			 action.mixer = null;
 
		 }
 
 
		 // remove unused property bindings because if we leave them around the mixer can get slow
		 var root = action.localRoot || this.root;
		 var tracks = action.clip.tracks;
 
		 for ( var i = 0; i < tracks.length; i ++ ) {
 
			 var track = tracks[ i ];
 
			 var propertyBindingKey = root.uuid + '-' + track.name;
			 var propertyBinding = this.propertyBindingMap[ propertyBindingKey ];
 
			 propertyBinding.referenceCount -= 1;
 
			 if ( propertyBinding.referenceCount <= 0 ) {
 
				 propertyBinding.unbind();
 
				 delete this.propertyBindingMap[ propertyBindingKey ];
 
			 }
		 }
 
		 return this;
 
	 },
 
	 // can be optimized if needed
	 findActionByName: function( name ) {
 
		 for ( var i = 0; i < this.actions.length; i ++ ) {
 
			 if ( this.actions[i].name === name ) return this.actions[i];
 
		 }
 
		 return null;
 
	 },
 
	 play: function( action, optionalFadeInDuration ) {
 
		 action.startTime = this.time;
		 this.addAction( action );
 
		 return this;
 
	 },
 
	 fadeOut: function( action, duration ) {
 
		 var keys = [];
 
		 keys.push( { time: this.time, value: 1 } );
		 keys.push( { time: this.time + duration, value: 0 } );
 
		 action.weight = new THREE.NumberKeyframeTrack( "weight", keys );
 
		 return this;
 
	 },
 
	 fadeIn: function( action, duration ) {
 
		 var keys = [];
 
		 keys.push( { time: this.time, value: 0 } );
		 keys.push( { time: this.time + duration, value: 1 } );
 
		 action.weight = new THREE.NumberKeyframeTrack( "weight", keys );
 
		 return this;
 
	 },
 
	 warp: function( action, startTimeScale, endTimeScale, duration ) {
 
		 var keys = [];
 
		 keys.push( { time: this.time, value: startTimeScale } );
		 keys.push( { time: this.time + duration, value: endTimeScale } );
 
		 action.timeScale = new THREE.NumberKeyframeTrack( "timeScale", keys );
 
		 return this;
 
	 },
 
	 crossFade: function( fadeOutAction, fadeInAction, duration, warp ) {
 
		 this.fadeOut( fadeOutAction, duration );
		 this.fadeIn( fadeInAction, duration );
 
		 if ( warp ) {
 
			 var startEndRatio = fadeOutAction.clip.duration / fadeInAction.clip.duration;
			 var endStartRatio = 1.0 / startEndRatio;
 
			 this.warp( fadeOutAction, 1.0, startEndRatio, duration );
			 this.warp( fadeInAction, endStartRatio, 1.0, duration );
 
		 }
 
		 return this;
 
	 },
 
	 update: function( deltaTime ) {
 
		 var mixerDeltaTime = deltaTime * this.timeScale;
		 this.time += mixerDeltaTime;
 
		 for ( var i = 0; i < this.actions.length; i ++ ) {
 
			 var action = this.actions[i];
 
			 var weight = action.getWeightAt( this.time );
 
			 var actionTimeScale = action.getTimeScaleAt( this.time );
			 var actionDeltaTime = mixerDeltaTime * actionTimeScale;
 
			 var actionResults = action.update( actionDeltaTime );
 
			 if ( action.weight <= 0 || ! action.enabled ) continue;
 
			 for ( var j = 0; j < actionResults.length; j ++ ) {
 
				 var name = action.clip.tracks[j].name;
 
				 action.propertyBindings[ j ].accumulate( actionResults[j], weight );
 
			 }
 
		 }
 
		 // apply to nodes
		 for ( var propertyBindingKey in this.propertyBindingMap ) {
 
			 this.propertyBindingMap[ propertyBindingKey ].apply();
 
		 }
 
		 return this;
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.AnimationMixer.prototype );
 
 // File:src/animation/AnimationUtils.js
 
 /**
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.AnimationUtils = {
 
	 getEqualsFunc: function( exemplarValue ) {
 
		 if ( exemplarValue.equals ) {
			 return function equals_object( a, b ) {
				 return a.equals( b );
			 }
		 }
 
		 return function equals_primitive( a, b ) {
			 return ( a === b );
		 };
 
	 },
 
	 clone: function( exemplarValue ) {
 
		 var typeName = typeof exemplarValue;
		 if ( typeName === "object" ) {
			 if ( exemplarValue.clone ) {
				 return exemplarValue.clone();
			 }
			 console.error( "can not figure out how to copy exemplarValue", exemplarValue );
		 }
 
		 return exemplarValue;
 
	 },
 
	 lerp: function( a, b, alpha, interTrack ) {
 
		 var lerpFunc = THREE.AnimationUtils.getLerpFunc( a, interTrack );
 
		 return lerpFunc( a, b, alpha );
 
	 },
 
	 lerp_object: function( a, b, alpha ) {
		 return a.lerp( b, alpha );
	 },
 
	 slerp_object: function( a, b, alpha ) {
		 return a.slerp( b, alpha );
	 },
 
	 lerp_number: function( a, b, alpha ) {
		 return a * ( 1 - alpha ) + b * alpha;
	 },
 
	 lerp_boolean: function( a, b, alpha ) {
		 return ( alpha < 0.5 ) ? a : b;
	 },
 
	 lerp_boolean_immediate: function( a, b, alpha ) {
		 return a;
	 },
 
	 lerp_string: function( a, b, alpha ) {
		 return ( alpha < 0.5 ) ? a : b;
	 },
 
	 lerp_string_immediate: function( a, b, alpha ) {
			return a;
		},
 
	 // NOTE: this is an accumulator function that modifies the first argument (e.g. a).	This is to minimize memory alocations.
	 getLerpFunc: function( exemplarValue, interTrack ) {
 
		 if ( exemplarValue === undefined || exemplarValue === null ) throw new Error( "examplarValue is null" );
 
		 var typeName = typeof exemplarValue;
 
		 switch( typeName ) {
 
			 case "object":
				 if ( exemplarValue.lerp ) {
					 return THREE.AnimationUtils.lerp_object;
				 }
 
				 if ( exemplarValue.slerp ) {
					 return THREE.AnimationUtils.slerp_object;
				 }
				 break;
 
			 case "number":
				 return THREE.AnimationUtils.lerp_number;
 
			 case "boolean":
				 if ( interTrack ) {
					 return THREE.AnimationUtils.lerp_boolean;
				 } else {
					 return THREE.AnimationUtils.lerp_boolean_immediate;
				 }
 
			 case "string":
				 if ( interTrack ) {
					 return THREE.AnimationUtils.lerp_string;
				 } else {
					 return THREE.AnimationUtils.lerp_string_immediate;
				 }
 
		 }
 
	 }
 
 };
 
 // File:src/animation/KeyframeTrack.js
 
 /**
	*
	* A Track that returns a keyframe interpolated value, currently linearly interpolated
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.KeyframeTrack = function ( name, keys ) {
 
	 if ( name === undefined ) throw new Error( "track name is undefined" );
	 if ( keys === undefined || keys.length === 0 ) throw new Error( "no keys in track named " + name );
 
	 this.name = name;
	 this.keys = keys;	// time in seconds, value as value
 
	 // the index of the last result, used as a starting point for local search.
	 this.lastIndex = 0;
 
	 this.validate();
	 this.optimize();
 
 };
 
 THREE.KeyframeTrack.prototype = {
 
	 constructor: THREE.KeyframeTrack,
 
	 getAt: function( time ) {
 
 
		 // this can not go higher than this.keys.length.
		 while( ( this.lastIndex < this.keys.length ) && ( time >= this.keys[this.lastIndex].time ) ) {
			 this.lastIndex ++;
		 };
 
		 // this can not go lower than 0.
		 while( ( this.lastIndex > 0 ) && ( time < this.keys[this.lastIndex - 1].time ) ) {
			 this.lastIndex --;
		 }
 
		 if ( this.lastIndex >= this.keys.length ) {
 
			 this.setResult( this.keys[ this.keys.length - 1 ].value );
 
			 return this.result;
 
		 }
 
		 if ( this.lastIndex === 0 ) {
 
			 this.setResult( this.keys[ 0 ].value );
 
			 return this.result;
 
		 }
 
		 var prevKey = this.keys[ this.lastIndex - 1 ];
		 this.setResult( prevKey.value );
 
		 // if true, means that prev/current keys are identical, thus no interpolation required.
		 if ( prevKey.constantToNext ) {
 
			 return this.result;
 
		 }
 
		 // linear interpolation to start with
		 var currentKey = this.keys[ this.lastIndex ];
		 var alpha = ( time - prevKey.time ) / ( currentKey.time - prevKey.time );
		 this.result = this.lerpValues( this.result, currentKey.value, alpha );
 
		 return this.result;
 
	 },
 
	 // move all keyframes either forwards or backwards in time
	 shift: function( timeOffset ) {
 
		 if ( timeOffset !== 0.0 ) {
 
			 for ( var i = 0; i < this.keys.length; i ++ ) {
				 this.keys[i].time += timeOffset;
			 }
 
		 }
 
		 return this;
 
	 },
 
	 // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
	 scale: function( timeScale ) {
 
		 if ( timeScale !== 1.0 ) {
 
			 for ( var i = 0; i < this.keys.length; i ++ ) {
				 this.keys[i].time *= timeScale;
			 }
 
		 }
 
		 return this;
 
	 },
 
	 // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
	 // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
		trim: function( startTime, endTime ) {
 
		 var firstKeysToRemove = 0;
		 for ( var i = 1; i < this.keys.length; i ++ ) {
			 if ( this.keys[i] <= startTime ) {
				 firstKeysToRemove ++;
			 }
		 }
 
		 var lastKeysToRemove = 0;
		 for ( var i = this.keys.length - 2; i > 0; i ++ ) {
			 if ( this.keys[i] >= endTime ) {
				 lastKeysToRemove ++;
			 } else {
				 break;
			 }
		 }
 
		 // remove last keys first because it doesn't affect the position of the first keys (the otherway around doesn't work as easily)
		 if ( ( firstKeysToRemove + lastKeysToRemove ) > 0 ) {
			 this.keys = this.keys.splice( firstKeysToRemove, this.keys.length - lastKeysToRemove - firstKeysToRemove );;
		 }
 
		 return this;
 
	 },
 
	 /* NOTE: This is commented out because we really shouldn't have to handle unsorted key lists
						Tracks with out of order keys should be considered to be invalid.  - bhouston
	 sort: function() {
 
		 this.keys.sort( THREE.KeyframeTrack.keyComparer );
 
		 return this;
 
	 },*/
 
	 // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
	 // One could eventually ensure that all key.values in a track are all of the same type (otherwise interpolation makes no sense.)
	 validate: function() {
 
		 var prevKey = null;
 
		 if ( this.keys.length === 0 ) {
			 console.error( "  track is empty, no keys", this );
			 return;
		 }
 
		 for ( var i = 0; i < this.keys.length; i ++ ) {
 
			 var currKey = this.keys[i];
 
			 if ( ! currKey ) {
				 console.error( "  key is null in track", this, i );
				 return;
			 }
 
			 if ( ( typeof currKey.time ) !== 'number' || isNaN( currKey.time ) ) {
				 console.error( "  key.time is not a valid number", this, i, currKey );
				 return;
			 }
 
			 if ( currKey.value === undefined || currKey.value === null) {
				 console.error( "  key.value is null in track", this, i, currKey );
				 return;
			 }
 
			 if ( prevKey && prevKey.time > currKey.time ) {
				 console.error( "  key.time is less than previous key time, out of order keys", this, i, currKey, prevKey );
				 return;
			 }
 
			 prevKey = currKey;
 
		 }
 
		 return this;
 
	 },
 
	 // currently only removes equivalent sequential keys (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0), which are common in morph target animations
	 optimize: function() {
 
		 var newKeys = [];
		 var prevKey = this.keys[0];
		 newKeys.push( prevKey );
 
		 var equalsFunc = THREE.AnimationUtils.getEqualsFunc( prevKey.value );
 
		 for ( var i = 1; i < this.keys.length - 1; i ++ ) {
			 var currKey = this.keys[i];
			 var nextKey = this.keys[i+1];
 
			 // if prevKey & currKey are the same time, remove currKey.  If you want immediate adjacent keys, use an epsilon offset
			 // it is not possible to have two keys at the same time as we sort them.  The sort is not stable on keys with the same time.
			 if ( ( prevKey.time === currKey.time ) ) {
 
				 continue;
 
			 }
 
			 // remove completely unnecessary keyframes that are the same as their prev and next keys
			 if ( this.compareValues( prevKey.value, currKey.value ) && this.compareValues( currKey.value, nextKey.value ) ) {
 
				 continue;
 
			 }
 
			 // determine if interpolation is required
			 prevKey.constantToNext = this.compareValues( prevKey.value, currKey.value );
 
			 newKeys.push( currKey );
			 prevKey = currKey;
		 }
		 newKeys.push( this.keys[ this.keys.length - 1 ] );
 
		 this.keys = newKeys;
 
		 return this;
 
	 }
 
 };
 
 THREE.KeyframeTrack.keyComparer = function keyComparator(key0, key1) {
	 return key0.time - key1.time;
 };
 
 THREE.KeyframeTrack.parse = function( json ) {
 
	 if ( json.type === undefined ) throw new Error( "track type undefined, can not parse" );
 
	 var trackType = THREE.KeyframeTrack.GetTrackTypeForTypeName( json.type );
 
	 return trackType.parse( json );
 
 };
 
 THREE.KeyframeTrack.GetTrackTypeForTypeName = function( typeName ) {
	 switch( typeName.toLowerCase() ) {
			case "vector":
			case "vector2":
			case "vector3":
			case "vector4":
			 return THREE.VectorKeyframeTrack;
 
			case "quaternion":
			 return THREE.QuaternionKeyframeTrack;
 
			case "integer":
			case "scalar":
			case "double":
			case "float":
			case "number":
			 return THREE.NumberKeyframeTrack;
 
			case "bool":
			case "boolean":
			 return THREE.BooleanKeyframeTrack;
 
			case "string":
				return THREE.StringKeyframeTrack;
	 };
 
	 throw new Error( "Unsupported typeName: " + typeName );
 };
 
 // File:src/animation/PropertyBinding.js
 
 /**
	*
	* A track bound to a real value in the scene graph.
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.PropertyBinding = function ( rootNode, trackName ) {
 
	 this.rootNode = rootNode;
	 this.trackName = trackName;
	 this.referenceCount = 0;
	 this.originalValue = null; // the value of the property before it was controlled by this binding
 
	 var parseResults = THREE.PropertyBinding.parseTrackName( trackName );
 
	 this.directoryName = parseResults.directoryName;
	 this.nodeName = parseResults.nodeName;
	 this.objectName = parseResults.objectName;
	 this.objectIndex = parseResults.objectIndex;
	 this.propertyName = parseResults.propertyName;
	 this.propertyIndex = parseResults.propertyIndex;
 
	 this.node = THREE.PropertyBinding.findNode( rootNode, this.nodeName ) || rootNode;
 
	 this.cumulativeValue = null;
	 this.cumulativeWeight = 0;
 };
 
 THREE.PropertyBinding.prototype = {
 
	 constructor: THREE.PropertyBinding,
 
	 reset: function() {
 
		 this.cumulativeValue = null;
		 this.cumulativeWeight = 0;
 
	 },
 
	 accumulate: function( value, weight ) {
 
		 if ( ! this.isBound ) this.bind();
 
		 if ( this.cumulativeWeight === 0 ) {
 
			 if ( weight > 0 ) {
 
				 if ( this.cumulativeValue === null ) {
					 this.cumulativeValue = THREE.AnimationUtils.clone( value );
				 }
				 this.cumulativeWeight = weight;
 
			 }
 
		 } else {
 
			 var lerpAlpha = weight / ( this.cumulativeWeight + weight );
			 this.cumulativeValue = this.lerpValue( this.cumulativeValue, value, lerpAlpha );
			 this.cumulativeWeight += weight;
 
		 }
 
	 },
 
	 unbind: function() {
 
		 if ( ! this.isBound ) return;
 
		 this.setValue( this.originalValue );
 
		 this.setValue = null;
		 this.getValue = null;
		 this.lerpValue = null;
		 this.equalsValue = null;
		 this.triggerDirty = null;
		 this.isBound = false;
 
	 },
 
	 // bind to the real property in the scene graph, remember original value, memorize various accessors for speed/inefficiency
	 bind: function() {
 
		 if ( this.isBound ) return;
 
		 var targetObject = this.node;
 
			// ensure there is a value node
		 if ( ! targetObject ) {
			 console.error( "  trying to update node for track: " + this.trackName + " but it wasn't found." );
			 return;
		 }
 
		 if ( this.objectName ) {
			 // special case were we need to reach deeper into the hierarchy to get the face materials....
			 if ( this.objectName === "materials" ) {
				 if ( ! targetObject.material ) {
					 console.error( '  can not bind to material as node does not have a material', this );
					 return;
				 }
				 if ( ! targetObject.material.materials ) {
					 console.error( '  can not bind to material.materials as node.material does not have a materials array', this );
					 return;
				 }
				 targetObject = targetObject.material.materials;
			 } else if ( this.objectName === "bones" ) {
				 if ( ! targetObject.skeleton ) {
					 console.error( '  can not bind to bones as node does not have a skeleton', this );
					 return;
				 }
				 // potential future optimization: skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
 
				 targetObject = targetObject.skeleton.bones;
 
				 // support resolving morphTarget names into indices.
				 for ( var i = 0; i < targetObject.length; i ++ ) {
					 if ( targetObject[i].name === this.objectIndex ) {
						 this.objectIndex = i;
						 break;
					 }
				 }
			 } else {
 
				 if ( targetObject[ this.objectName ] === undefined ) {
					 console.error( '  can not bind to objectName of node, undefined', this );
					 return;
				 }
				 targetObject = targetObject[ this.objectName ];
			 }
 
			 if ( this.objectIndex !== undefined ) {
				 if ( targetObject[ this.objectIndex ] === undefined ) {
					 console.error( "  trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
					 return;
				 }
 
				 targetObject = targetObject[ this.objectIndex ];
			 }
 
		 }
 
			// special case mappings
			var nodeProperty = targetObject[ this.propertyName ];
		 if ( ! nodeProperty ) {
			 console.error( "  trying to update property for track: " + this.nodeName + '.' + this.propertyName + " but it wasn't found.", targetObject );
			 return;
		 }
 
		 // access a sub element of the property array (only primitives are supported right now)
		 if ( this.propertyIndex !== undefined ) {
 
			 if ( this.propertyName === "morphTargetInfluences" ) {
				 // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
 
				 // support resolving morphTarget names into indices.
				 if ( ! targetObject.geometry ) {
					 console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
				 }
				 if ( ! targetObject.geometry.morphTargets ) {
					 console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
				 }
 
				 for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
					 if ( targetObject.geometry.morphTargets[i].name === this.propertyIndex ) {
						 this.propertyIndex = i;
						 break;
					 }
				 }
			 }
 
			 this.setValue = function setValue_propertyIndexed( value ) {
				 if ( ! this.equalsValue( nodeProperty[ this.propertyIndex ], value ) ) {
					 nodeProperty[ this.propertyIndex ] = value;
					 return true;
				 }
				 return false;
			 };
 
			 this.getValue = function getValue_propertyIndexed() {
				 return nodeProperty[ this.propertyIndex ];
			 };
 
		 }
		 // must use copy for Object3D.Euler/Quaternion
		 else if ( nodeProperty.copy ) {
 
			 this.setValue = function setValue_propertyObject( value ) {
				 if ( ! this.equalsValue( nodeProperty, value ) ) {
					 nodeProperty.copy( value );
					 return true;
				 }
				 return false;
			 }
 
			 this.getValue = function getValue_propertyObject() {
				 return nodeProperty;
			 };
 
		 }
		 // otherwise just set the property directly on the node (do not use nodeProperty as it may not be a reference object)
		 else {
 
			 this.setValue = function setValue_property( value ) {
				 if ( ! this.equalsValue( targetObject[ this.propertyName ], value ) ) {
					 targetObject[ this.propertyName ] = value;
					 return true;
				 }
				 return false;
			 }
 
			 this.getValue = function getValue_property() {
				 return targetObject[ this.propertyName ];
			 };
 
		 }
 
		 // trigger node dirty
		 if ( targetObject.needsUpdate !== undefined ) { // material
 
			 this.triggerDirty = function triggerDirty_needsUpdate() {
				 this.node.needsUpdate = true;
			 }
 
		 } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
 
			 this.triggerDirty = function triggerDirty_matrixWorldNeedsUpdate() {
				 targetObject.matrixWorldNeedsUpdate = true;
			 }
 
		 }
 
		 this.originalValue = this.getValue();
 
		 this.equalsValue = THREE.AnimationUtils.getEqualsFunc( this.originalValue );
		 this.lerpValue = THREE.AnimationUtils.getLerpFunc( this.originalValue, true );
 
		 this.isBound = true;
 
	 },
 
	 apply: function() {
 
		 // for speed capture the setter pattern as a closure (sort of a memoization pattern: https://en.wikipedia.org/wiki/Memoization)
		 if ( ! this.isBound ) this.bind();
 
		 // early exit if there is nothing to apply.
		 if ( this.cumulativeWeight > 0 ) {
 
			 // blend with original value
			 if ( this.cumulativeWeight < 1 ) {
 
				 var remainingWeight = 1 - this.cumulativeWeight;
				 var lerpAlpha = remainingWeight / ( this.cumulativeWeight + remainingWeight );
				 this.cumulativeValue = this.lerpValue( this.cumulativeValue, this.originalValue, lerpAlpha );
 
			 }
 
			 var valueChanged = this.setValue( this.cumulativeValue );
 
			 if ( valueChanged && this.triggerDirty ) {
				 this.triggerDirty();
			 }
 
			 // reset accumulator
			 this.cumulativeValue = null;
			 this.cumulativeWeight = 0;
 
		 }
	 }
 
 };
 
 
 THREE.PropertyBinding.parseTrackName = function( trackName ) {
 
	 // matches strings in the form of:
	 //    nodeName.property
	 //    nodeName.property[accessor]
	 //    nodeName.material.property[accessor]
	 //    uuid.property[accessor]
	 //    uuid.objectName[objectIndex].propertyName[propertyIndex]
	 //    parentName/nodeName.property
	 //    parentName/parentName/nodeName.property[index]
	 //	  .bone[Armature.DEF_cog].position
	 // created and tested via https://regex101.com/#javascript
 
	 var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_. ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/;
	 var matches = re.exec(trackName);
 
	 if ( ! matches ) {
		 throw new Error( "cannot parse trackName at all: " + trackName );
	 }
 
		 if (matches.index === re.lastIndex) {
				 re.lastIndex++;
		 }
 
	 var results = {
		 directoryName: matches[1],
		 nodeName: matches[3], 	// allowed to be null, specified root node.
		 objectName: matches[5],
		 objectIndex: matches[7],
		 propertyName: matches[9],
		 propertyIndex: matches[11]	// allowed to be null, specifies that the whole property is set.
	 };
 
	 if ( results.propertyName === null || results.propertyName.length === 0 ) {
		 throw new Error( "can not parse propertyName from trackName: " + trackName );
	 }
 
	 return results;
 
 };
 
 THREE.PropertyBinding.findNode = function( root, nodeName ) {
 
	 function searchSkeleton( skeleton ) {
 
		 for ( var i = 0; i < skeleton.bones.length; i ++ ) {
 
			 var bone = skeleton.bones[i];
 
			 if ( bone.name === nodeName ) {
 
				 return bone;
 
			 }
		 }
 
		 return null;
 
	 }
 
	 function searchNodeSubtree( children ) {
 
		 for ( var i = 0; i < children.length; i ++ ) {
 
			 var childNode = children[i];
 
			 if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
 
				 return childNode;
 
			 }
 
			 var result = searchNodeSubtree( childNode.children );
 
			 if ( result ) return result;
 
		 }
 
		 return null;
 
	 }
 
	 //
 
	 if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
 
		 return root;
 
	 }
 
	 // search into skeleton bones.
	 if ( root.skeleton ) {
 
		 var bone = searchSkeleton( root.skeleton );
 
		 if ( bone ) {
 
			 return bone;
 
		 }
	 }
 
	 // search into node subtree.
	 if ( root.children ) {
 
		 var subTreeNode = searchNodeSubtree( root.children );
 
		 if ( subTreeNode ) {
 
			 return subTreeNode;
 
		 }
 
	 }
 
	 return null;
 }
 
 // File:src/animation/tracks/VectorKeyframeTrack.js
 
 /**
	*
	* A Track that interpolates Vectors
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.VectorKeyframeTrack = function ( name, keys ) {
 
	 THREE.KeyframeTrack.call( this, name, keys );
 
	 // local cache of value type to avoid allocations during runtime.
	 this.result = this.keys[0].value.clone();
 
 };
 
 THREE.VectorKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
 
 THREE.VectorKeyframeTrack.prototype.constructor = THREE.VectorKeyframeTrack;
 
 THREE.VectorKeyframeTrack.prototype.setResult = function( value ) {
 
	 this.result.copy( value );
 
 };
 
 // memoization of the lerp function for speed.
 // NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
 THREE.VectorKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
 
	 return value0.lerp( value1, alpha );
 
 };
 
 THREE.VectorKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
 
	 return value0.equals( value1 );
 
 };
 
 THREE.VectorKeyframeTrack.prototype.clone = function() {
 
	 var clonedKeys = [];
 
	 for ( var i = 0; i < this.keys.length; i ++ ) {
 
		 var key = this.keys[i];
		 clonedKeys.push( {
			 time: key.time,
			 value: key.value.clone()
		 } );
	 }
 
	 return new THREE.VectorKeyframeTrack( this.name, clonedKeys );
 
 };
 
 THREE.VectorKeyframeTrack.parse = function( json ) {
 
	 var elementCount = json.keys[0].value.length;
	 var valueType = THREE[ 'Vector' + elementCount ];
 
	 var keys = [];
 
	 for ( var i = 0; i < json.keys.length; i ++ ) {
		 var jsonKey = json.keys[i];
		 keys.push( {
			 value: new valueType().fromArray( jsonKey.value ),
			 time: jsonKey.time
		 } );
	 }
 
	 return new THREE.VectorKeyframeTrack( json.name, keys );
 
 };
 
 // File:src/animation/tracks/QuaternionKeyframeTrack.js
 
 /**
	*
	* A Track that interpolates Quaternion
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.QuaternionKeyframeTrack = function ( name, keys ) {
 
	 THREE.KeyframeTrack.call( this, name, keys );
 
	 // local cache of value type to avoid allocations during runtime.
	 this.result = this.keys[0].value.clone();
 
 };
 
 THREE.QuaternionKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
 
 THREE.QuaternionKeyframeTrack.prototype.constructor = THREE.QuaternionKeyframeTrack;
 
 THREE.QuaternionKeyframeTrack.prototype.setResult = function( value ) {
 
	 this.result.copy( value );
 
 };
 
 // memoization of the lerp function for speed.
 // NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
 THREE.QuaternionKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
 
	 return value0.slerp( value1, alpha );
 
 };
 
 THREE.QuaternionKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
 
	 return value0.equals( value1 );
 
 };
 
 THREE.QuaternionKeyframeTrack.prototype.multiply = function( quat ) {
 
	 for ( var i = 0; i < this.keys.length; i ++ ) {
 
		 this.keys[i].value.multiply( quat );
 
	 }
 
	 return this;
 
 };
 
 THREE.QuaternionKeyframeTrack.prototype.clone = function() {
 
	 var clonedKeys = [];
 
	 for ( var i = 0; i < this.keys.length; i ++ ) {
 
		 var key = this.keys[i];
		 clonedKeys.push( {
			 time: key.time,
			 value: key.value.clone()
		 } );
	 }
 
	 return new THREE.QuaternionKeyframeTrack( this.name, clonedKeys );
 
 };
 
 THREE.QuaternionKeyframeTrack.parse = function( json ) {
 
	 var keys = [];
 
	 for ( var i = 0; i < json.keys.length; i ++ ) {
		 var jsonKey = json.keys[i];
		 keys.push( {
			 value: new THREE.Quaternion().fromArray( jsonKey.value ),
			 time: jsonKey.time
		 } );
	 }
 
	 return new THREE.QuaternionKeyframeTrack( json.name, keys );
 
 };
 
 // File:src/animation/tracks/StringKeyframeTrack.js
 
 /**
	*
	* A Track that interpolates Strings
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.StringKeyframeTrack = function ( name, keys ) {
 
	 THREE.KeyframeTrack.call( this, name, keys );
 
	 // local cache of value type to avoid allocations during runtime.
	 this.result = this.keys[0].value;
 
 };
 
 THREE.StringKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
 
 THREE.StringKeyframeTrack.prototype.constructor = THREE.StringKeyframeTrack;
 
 THREE.StringKeyframeTrack.prototype.setResult = function( value ) {
 
	 this.result = value;
 
 };
 
 // memoization of the lerp function for speed.
 // NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
 THREE.StringKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
 
	 return ( alpha < 1.0 ) ? value0 : value1;
 
 };
 
 THREE.StringKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
 
	 return ( value0 === value1 );
 
 };
 
 THREE.StringKeyframeTrack.prototype.clone = function() {
 
	 var clonedKeys = [];
 
	 for ( var i = 0; i < this.keys.length; i ++ ) {
 
		 var key = this.keys[i];
		 clonedKeys.push( {
			 time: key.time,
			 value: key.value
		 } );
	 }
 
	 return new THREE.StringKeyframeTrack( this.name, clonedKeys );
 
 };
 
 THREE.StringKeyframeTrack.parse = function( json ) {
 
	 return new THREE.StringKeyframeTrack( json.name, json.keys );
 
 };
 
 // File:src/animation/tracks/BooleanKeyframeTrack.js
 
 /**
	*
	* A Track that interpolates Boolean
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.BooleanKeyframeTrack = function ( name, keys ) {
 
	 THREE.KeyframeTrack.call( this, name, keys );
 
	 // local cache of value type to avoid allocations during runtime.
	 this.result = this.keys[0].value;
 
 };
 
 THREE.BooleanKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
 
 THREE.BooleanKeyframeTrack.prototype.constructor = THREE.BooleanKeyframeTrack;
 
 THREE.BooleanKeyframeTrack.prototype.setResult = function( value ) {
 
	 this.result = value;
 
 };
 
 // memoization of the lerp function for speed.
 // NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
 THREE.BooleanKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
 
	 return ( alpha < 1.0 ) ? value0 : value1;
 
 };
 
 THREE.BooleanKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
 
	 return ( value0 === value1 );
 
 };
 
 THREE.BooleanKeyframeTrack.prototype.clone = function() {
 
	 var clonedKeys = [];
 
	 for ( var i = 0; i < this.keys.length; i ++ ) {
 
		 var key = this.keys[i];
		 clonedKeys.push( {
			 time: key.time,
			 value: key.value
		 } );
	 }
 
	 return new THREE.BooleanKeyframeTrack( this.name, clonedKeys );
 
 };
 
 THREE.BooleanKeyframeTrack.parse = function( json ) {
 
	 return new THREE.BooleanKeyframeTrack( json.name, json.keys );
 
 };
 
 // File:src/animation/tracks/NumberKeyframeTrack.js
 
 /**
	*
	* A Track that interpolates Numbers
	*
	* @author Ben Houston / http://clara.io/
	* @author David Sarno / http://lighthaus.us/
	*/
 
 THREE.NumberKeyframeTrack = function ( name, keys ) {
 
	 THREE.KeyframeTrack.call( this, name, keys );
 
	 // local cache of value type to avoid allocations during runtime.
	 this.result = this.keys[0].value;
 
 };
 
 THREE.NumberKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
 
 THREE.NumberKeyframeTrack.prototype.constructor = THREE.NumberKeyframeTrack;
 
 THREE.NumberKeyframeTrack.prototype.setResult = function( value ) {
 
	 this.result = value;
 
 };
 
 // memoization of the lerp function for speed.
 // NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
 THREE.NumberKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
 
	 return value0 * ( 1 - alpha ) + value1 * alpha;
 
 };
 
 THREE.NumberKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
 
	 return ( value0 === value1 );
 
 };
 
 THREE.NumberKeyframeTrack.prototype.clone = function() {
 
	 var clonedKeys = [];
 
	 for ( var i = 0; i < this.keys.length; i ++ ) {
 
		 var key = this.keys[i];
		 clonedKeys.push( {
			 time: key.time,
			 value: key.value
		 } );
	 }
 
	 return new THREE.NumberKeyframeTrack( this.name, clonedKeys );
 
 };
 
 THREE.NumberKeyframeTrack.parse = function( json ) {
 
	 return new THREE.NumberKeyframeTrack( json.name, json.keys );
 
 };
 
 // File:src/cameras/Camera.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author mikael emtinger / http://gomo.se/
	* @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.Camera = function () {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Camera';
 
	 this.matrixWorldInverse = new THREE.Matrix4();
	 this.projectionMatrix = new THREE.Matrix4();
 
 };
 
 THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Camera.prototype.constructor = THREE.Camera;
 
 THREE.Camera.prototype.getWorldDirection = function () {
 
	 var quaternion = new THREE.Quaternion();
 
	 return function ( optionalTarget ) {
 
		 var result = optionalTarget || new THREE.Vector3();
 
		 this.getWorldQuaternion( quaternion );
 
		 return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
 
	 };
 
 }();
 
 THREE.Camera.prototype.lookAt = function () {
 
	 // This routine does not support cameras with rotated and/or translated parent(s)
 
	 var m1 = new THREE.Matrix4();
 
	 return function ( vector ) {
 
		 m1.lookAt( this.position, vector, this.up );
 
		 this.quaternion.setFromRotationMatrix( m1 );
 
	 };
 
 }();
 
 THREE.Camera.prototype.clone = function () {
 
	 return new this.constructor().copy( this );
 
 };
 
 THREE.Camera.prototype.copy = function ( source ) {
 
	 THREE.Object3D.prototype.copy.call( this, source );
 
	 this.matrixWorldInverse.copy( source.matrixWorldInverse );
	 this.projectionMatrix.copy( source.projectionMatrix );
 
	 return this;
 
 };
 
 // File:src/cameras/CubeCamera.js
 
 /**
	* Camera for rendering cube maps
	*	- renders scene into axis-aligned cube
	*
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.CubeCamera = function ( near, far, cubeResolution ) {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'CubeCamera';
 
	 var fov = 90, aspect = 1;
 
	 var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
	 cameraPX.up.set( 0, - 1, 0 );
	 cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
	 this.add( cameraPX );
 
	 var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
	 cameraNX.up.set( 0, - 1, 0 );
	 cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
	 this.add( cameraNX );
 
	 var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
	 cameraPY.up.set( 0, 0, 1 );
	 cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
	 this.add( cameraPY );
 
	 var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
	 cameraNY.up.set( 0, 0, - 1 );
	 cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
	 this.add( cameraNY );
 
	 var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
	 cameraPZ.up.set( 0, - 1, 0 );
	 cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
	 this.add( cameraPZ );
 
	 var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
	 cameraNZ.up.set( 0, - 1, 0 );
	 cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
	 this.add( cameraNZ );
 
	 this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
 
	 this.updateCubeMap = function ( renderer, scene ) {
 
		 if ( this.parent === null ) this.updateMatrixWorld();
 
		 var renderTarget = this.renderTarget;
		 var generateMipmaps = renderTarget.texture.generateMipmaps;
 
		 renderTarget.texture.generateMipmaps = false;
 
		 renderTarget.activeCubeFace = 0;
		 renderer.render( scene, cameraPX, renderTarget );
 
		 renderTarget.activeCubeFace = 1;
		 renderer.render( scene, cameraNX, renderTarget );
 
		 renderTarget.activeCubeFace = 2;
		 renderer.render( scene, cameraPY, renderTarget );
 
		 renderTarget.activeCubeFace = 3;
		 renderer.render( scene, cameraNY, renderTarget );
 
		 renderTarget.activeCubeFace = 4;
		 renderer.render( scene, cameraPZ, renderTarget );
 
		 renderTarget.texture.generateMipmaps = generateMipmaps;
 
		 renderTarget.activeCubeFace = 5;
		 renderer.render( scene, cameraNZ, renderTarget );
 
		 renderer.setRenderTarget( null );
 
	 };
 
 };
 
 THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
 THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
 
 // File:src/cameras/OrthographicCamera.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
 
	 THREE.Camera.call( this );
 
	 this.type = 'OrthographicCamera';
 
	 this.zoom = 1;
 
	 this.left = left;
	 this.right = right;
	 this.top = top;
	 this.bottom = bottom;
 
	 this.near = ( near !== undefined ) ? near : 0.1;
	 this.far = ( far !== undefined ) ? far : 2000;
 
	 this.updateProjectionMatrix();
 
 };
 
 THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
 THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
 
 THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
 
	 var dx = ( this.right - this.left ) / ( 2 * this.zoom );
	 var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
	 var cx = ( this.right + this.left ) / 2;
	 var cy = ( this.top + this.bottom ) / 2;
 
	 this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
 
 };
 
 THREE.OrthographicCamera.prototype.copy = function ( source ) {
	 
	 THREE.Camera.prototype.copy.call( this, source );
	 
	 this.left = source.left;
	 this.right = source.right;
	 this.top = source.top;
	 this.bottom = source.bottom;
	 this.near = source.near;
	 this.far = source.far;
	 
	 this.zoom = source.zoom;
	 
	 return this;
		 
 };
 
 THREE.OrthographicCamera.prototype.toJSON = function ( meta ) {
 
	 var data = THREE.Object3D.prototype.toJSON.call( this, meta );
 
	 data.object.zoom = this.zoom;
	 data.object.left = this.left;
	 data.object.right = this.right;
	 data.object.top = this.top;
	 data.object.bottom = this.bottom;
	 data.object.near = this.near;
	 data.object.far = this.far;
 
	 return data;
 
 };
 
 // File:src/cameras/PerspectiveCamera.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author greggman / http://games.greggman.com/
	* @author zz85 / http://www.lab4games.net/zz85/blog
	*/
 
 THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
 
	 THREE.Camera.call( this );
 
	 this.type = 'PerspectiveCamera';
 
	 this.zoom = 1;
 
	 this.fov = fov !== undefined ? fov : 50;
	 this.aspect = aspect !== undefined ? aspect : 1;
	 this.near = near !== undefined ? near : 0.1;
	 this.far = far !== undefined ? far : 2000;
 
	 this.updateProjectionMatrix();
 
 };
 
 THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
 THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
 
 
 /**
	* Uses Focal Length (in mm) to estimate and set FOV
	* 35mm (full-frame) camera is used if frame size is not specified;
	* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
	*/
 
 THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
 
	 if ( frameHeight === undefined ) frameHeight = 24;
 
	 this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
	 this.updateProjectionMatrix();
 
 };
 
 
 /**
	* Sets an offset in a larger frustum. This is useful for multi-window or
	* multi-monitor/multi-machine setups.
	*
	* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
	* the monitors are in grid like this
	*
	*   +---+---+---+
	*   | A | B | C |
	*   +---+---+---+
	*   | D | E | F |
	*   +---+---+---+
	*
	* then for each monitor you would call it like this
	*
	*   var w = 1920;
	*   var h = 1080;
	*   var fullWidth = w * 3;
	*   var fullHeight = h * 2;
	*
	*   --A--
	*   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
	*   --B--
	*   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
	*   --C--
	*   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
	*   --D--
	*   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
	*   --E--
	*   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
	*   --F--
	*   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
	*
	*   Note there is no reason monitors have to be the same size or in a grid.
	*/
 
 THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
 
	 this.fullWidth = fullWidth;
	 this.fullHeight = fullHeight;
	 this.x = x;
	 this.y = y;
	 this.width = width;
	 this.height = height;
 
	 this.updateProjectionMatrix();
 
 };
 
 
 THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
 
	 var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
 
	 if ( this.fullWidth ) {
 
		 var aspect = this.fullWidth / this.fullHeight;
		 var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
		 var bottom = - top;
		 var left = aspect * bottom;
		 var right = aspect * top;
		 var width = Math.abs( right - left );
		 var height = Math.abs( top - bottom );
 
		 this.projectionMatrix.makeFrustum(
			 left + this.x * width / this.fullWidth,
			 left + ( this.x + this.width ) * width / this.fullWidth,
			 top - ( this.y + this.height ) * height / this.fullHeight,
			 top - this.y * height / this.fullHeight,
			 this.near,
			 this.far
		 );
 
	 } else {
 
		 this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
 
	 }
 
 };
 
 THREE.PerspectiveCamera.prototype.copy = function ( source ) {
	 
	 THREE.Camera.prototype.copy.call( this, source );
	 
	 this.fov = source.fov;
	 this.aspect = source.aspect;
	 this.near = source.near;
	 this.far = source.far;
	 
	 this.zoom = source.zoom;
	 
	 return this;
		 
 };
 
 THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
 
	 var data = THREE.Object3D.prototype.toJSON.call( this, meta );
 
	 data.object.zoom = this.zoom;
	 data.object.fov = this.fov;
	 data.object.aspect = this.aspect;
	 data.object.near = this.near;
	 data.object.far = this.far;
 
	 return data;
 
 };
 
 // File:src/lights/Light.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Light = function ( color ) {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Light';
 
	 this.color = new THREE.Color( color );
 
	 this.receiveShadow = undefined;
 
 };
 
 THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Light.prototype.constructor = THREE.Light;
 
 Object.defineProperties( THREE.Light.prototype, {
	 onlyShadow: {
		 set: function ( value ) {
			 console.warn( 'THREE.Light: .onlyShadow has been removed.' );
		 }
	 },
	 shadowCameraFov: {
		 set: function ( value ) {
			 this.shadow.camera.fov = value;
		 }
	 },
	 shadowCameraLeft: {
		 set: function ( value ) {
			 this.shadow.camera.left = value;
		 }
	 },
	 shadowCameraRight: {
		 set: function ( value ) {
			 this.shadow.camera.right = value;
		 }
	 },
	 shadowCameraTop: {
		 set: function ( value ) {
			 this.shadow.camera.top = value;
		 }
	 },
	 shadowCameraBottom: {
		 set: function ( value ) {
			 this.shadow.camera.bottom = value;
		 }
	 },
	 shadowCameraNear: {
		 set: function ( value ) {
			 this.shadow.camera.near = value;
		 }
	 },
	 shadowCameraFar: {
		 set: function ( value ) {
			 this.shadow.camera.far = value;
		 }
	 },
	 shadowCameraVisible: {
		 set: function ( value ) {
			 console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow ) instead.' );
		 }
	 },
	 shadowBias: {
		 set: function ( value ) {
			 this.shadow.bias = value;
		 }
	 },
	 shadowDarkness: {
		 set: function ( value ) {
			 this.shadow.darkness = value;
		 }
	 },
	 shadowMapWidth: {
		 set: function ( value ) {
			 this.shadow.mapSize.width = value;
		 }
	 },
	 shadowMapHeight: {
		 set: function ( value ) {
			 this.shadow.mapSize.height = value;
		 }
	 }
 } );
 
 THREE.Light.prototype.copy = function ( source ) {
 
	 THREE.Object3D.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
 
	 return this;
 
 };
 
 THREE.Light.prototype.toJSON = function ( meta ) {
 
	 var data = THREE.Object3D.prototype.toJSON.call( this, meta );
 
	 data.object.color = this.color.getHex();
	 if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
 
	 if ( this.intensity !== undefined ) data.object.intensity = this.intensity;
	 if ( this.distance !== undefined ) data.object.distance = this.distance;
	 if ( this.angle !== undefined ) data.object.angle = this.angle;
	 if ( this.decay !== undefined ) data.object.decay = this.decay;
	 if ( this.exponent !== undefined ) data.object.exponent = this.exponent;
 
	 return data;
 
 };
 
 // File:src/lights/LightShadow.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.LightShadow = function ( camera ) {
 
	 this.camera = camera;
 
	 this.bias = 0;
	 this.darkness = 1;
 
	 this.mapSize = new THREE.Vector2( 512, 512 );
 
	 this.map = null;
	 this.matrix = null;
 
 };
 
 THREE.LightShadow.prototype = {
 
	 constructor: THREE.LightShadow,
 
	 copy: function ( source ) {
 
		 this.camera = source.camera.clone();
 
		 this.bias = source.bias;
		 this.darkness = source.darkness;
 
		 this.mapSize.copy( source.mapSize );
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 }
 
 };
 
 // File:src/lights/AmbientLight.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.AmbientLight = function ( color ) {
 
	 THREE.Light.call( this, color );
 
	 this.type = 'AmbientLight';
 
	 this.castShadow = undefined;
 
 };
 
 THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
 THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
 
 // File:src/lights/DirectionalLight.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.DirectionalLight = function ( color, intensity ) {
 
	 THREE.Light.call( this, color );
 
	 this.type = 'DirectionalLight';
 
	 this.position.set( 0, 1, 0 );
	 this.updateMatrix();
 
	 this.target = new THREE.Object3D();
 
	 this.intensity = ( intensity !== undefined ) ? intensity : 1;
 
	 this.shadow = new THREE.LightShadow( new THREE.OrthographicCamera( - 500, 500, 500, - 500, 50, 5000 ) );
 
 };
 
 THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
 THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
 
 THREE.DirectionalLight.prototype.copy = function ( source ) {
 
	 THREE.Light.prototype.copy.call( this, source );
 
	 this.intensity = source.intensity;
	 this.target = source.target.clone();
 
	 this.shadow = source.shadow.clone();
 
	 return this;
 
 };
 
 // File:src/lights/HemisphereLight.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
 
	 THREE.Light.call( this, skyColor );
 
	 this.type = 'HemisphereLight';
 
	 this.castShadow = undefined;
 
	 this.position.set( 0, 1, 0 );
	 this.updateMatrix();
 
	 this.groundColor = new THREE.Color( groundColor );
	 this.intensity = ( intensity !== undefined ) ? intensity : 1;
 
 };
 
 THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
 THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
 
 THREE.HemisphereLight.prototype.copy = function ( source ) {
 
	 THREE.Light.prototype.copy.call( this, source );
 
	 this.groundColor.copy( source.groundColor );
	 this.intensity = source.intensity;
 
	 return this;
 
 };
 
 // File:src/lights/PointLight.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 
 THREE.PointLight = function ( color, intensity, distance, decay ) {
 
	 THREE.Light.call( this, color );
 
	 this.type = 'PointLight';
 
	 this.intensity = ( intensity !== undefined ) ? intensity : 1;
	 this.distance = ( distance !== undefined ) ? distance : 0;
	 this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
 
	 this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 1, 500 ) );
 
 };
 
 THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
 THREE.PointLight.prototype.constructor = THREE.PointLight;
 
 THREE.PointLight.prototype.copy = function ( source ) {
 
	 THREE.Light.prototype.copy.call( this, source );
 
	 this.intensity = source.intensity;
	 this.distance = source.distance;
	 this.decay = source.decay;
 
	 this.shadow = source.shadow.clone();
 
	 return this;
 
 };
 
 // File:src/lights/SpotLight.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) {
 
	 THREE.Light.call( this, color );
 
	 this.type = 'SpotLight';
 
	 this.position.set( 0, 1, 0 );
	 this.updateMatrix();
 
	 this.target = new THREE.Object3D();
 
	 this.intensity = ( intensity !== undefined ) ? intensity : 1;
	 this.distance = ( distance !== undefined ) ? distance : 0;
	 this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
	 this.exponent = ( exponent !== undefined ) ? exponent : 10;
	 this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
 
	 this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 50, 1, 50, 5000 ) );
 
 };
 
 THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
 THREE.SpotLight.prototype.constructor = THREE.SpotLight;
 
 THREE.SpotLight.prototype.copy = function ( source ) {
 
	 THREE.Light.prototype.copy.call( this, source );
 
	 this.intensity = source.intensity;
	 this.distance = source.distance;
	 this.angle = source.angle;
	 this.exponent = source.exponent;
	 this.decay = source.decay;
 
	 this.target = source.target.clone();
 
	 this.shadow = source.shadow.clone();
 
	 return this;
 
 };
 
 // File:src/loaders/Cache.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Cache = {
 
	 enabled: false,
 
	 files: {},
 
	 add: function ( key, file ) {
 
		 if ( this.enabled === false ) return;
 
		 // console.log( 'THREE.Cache', 'Adding key:', key );
 
		 this.files[ key ] = file;
 
	 },
 
	 get: function ( key ) {
 
		 if ( this.enabled === false ) return;
 
		 // console.log( 'THREE.Cache', 'Checking key:', key );
 
		 return this.files[ key ];
 
	 },
 
	 remove: function ( key ) {
 
		 delete this.files[ key ];
 
	 },
 
	 clear: function () {
 
		 this.files = {};
 
	 }
 
 };
 
 // File:src/loaders/Loader.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Loader = function () {
 
	 this.onLoadStart = function () {};
	 this.onLoadProgress = function () {};
	 this.onLoadComplete = function () {};
 
 };
 
 THREE.Loader.prototype = {
 
	 constructor: THREE.Loader,
 
	 crossOrigin: undefined,
 
	 extractUrlBase: function ( url ) {
 
		 var parts = url.split( '/' );
 
		 if ( parts.length === 1 ) return './';
 
		 parts.pop();
 
		 return parts.join( '/' ) + '/';
 
	 },
 
	 initMaterials: function ( materials, texturePath, crossOrigin ) {
 
		 var array = [];
 
		 for ( var i = 0; i < materials.length; ++ i ) {
 
			 array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
 
		 }
 
		 return array;
 
	 },
 
	 createMaterial: ( function () {
 
		 var color, textureLoader, materialLoader;
 
		 return function ( m, texturePath, crossOrigin ) {
 
			 if ( color === undefined ) color = new THREE.Color();
			 if ( textureLoader === undefined ) textureLoader = new THREE.TextureLoader();
			 if ( materialLoader === undefined ) materialLoader = new THREE.MaterialLoader();
 
			 // convert from old material format
 
			 var textures = {};
 
			 function loadTexture( path, repeat, offset, wrap, anisotropy ) {
 
				 var fullPath = texturePath + path;
				 var loader = THREE.Loader.Handlers.get( fullPath );
 
				 var texture;
 
				 if ( loader !== null ) {
 
					 texture = loader.load( fullPath );
 
				 } else {
 
					 textureLoader.setCrossOrigin( crossOrigin );
					 texture = textureLoader.load( fullPath );
 
				 }
 
				 if ( repeat !== undefined ) {
 
					 texture.repeat.fromArray( repeat );
 
					 if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
					 if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
 
				 }
 
				 if ( offset !== undefined ) {
 
					 texture.offset.fromArray( offset );
 
				 }
 
				 if ( wrap !== undefined ) {
 
					 if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = THREE.RepeatWrapping;
					 if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = THREE.MirroredRepeatWrapping;
 
					 if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = THREE.RepeatWrapping;
					 if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = THREE.MirroredRepeatWrapping;
 
				 }
 
				 if ( anisotropy !== undefined ) {
 
					 texture.anisotropy = anisotropy;
 
				 }
 
				 var uuid = THREE.Math.generateUUID();
 
				 textures[ uuid ] = texture;
 
				 return uuid;
 
			 }
 
			 //
 
			 var json = {
				 uuid: THREE.Math.generateUUID(),
				 type: 'MeshLambertMaterial'
			 };
 
			 for ( var name in m ) {
 
				 var value = m[ name ];
 
				 switch ( name ) {
					 case 'DbgColor':
						 json.color = value;
						 break;
					 case 'DbgIndex':
					 case 'opticalDensity':
					 case 'illumination':
						 // These were never supported
						 break;
					 case 'DbgName':
						 json.name = value;
						 break;
					 case 'blending':
						 json.blending = THREE[ value ];
						 break;
					 case 'colorDiffuse':
						 json.color = color.fromArray( value ).getHex();
						 break;
					 case 'colorSpecular':
						 json.specular = color.fromArray( value ).getHex();
						 break;
					 case 'colorEmissive':
						 json.emissive = color.fromArray( value ).getHex();
						 break;
					 case 'specularCoef':
						 json.shininess = value;
						 break;
					 case 'shading':
						 if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
						 if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
						 break;
					 case 'mapDiffuse':
						 json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
						 break;
					 case 'mapDiffuseRepeat':
					 case 'mapDiffuseOffset':
					 case 'mapDiffuseWrap':
					 case 'mapDiffuseAnisotropy':
						 break;
					 case 'mapLight':
						 json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
						 break;
					 case 'mapLightRepeat':
					 case 'mapLightOffset':
					 case 'mapLightWrap':
					 case 'mapLightAnisotropy':
						 break;
					 case 'mapAO':
						 json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
						 break;
					 case 'mapAORepeat':
					 case 'mapAOOffset':
					 case 'mapAOWrap':
					 case 'mapAOAnisotropy':
						 break;
					 case 'mapBump':
						 json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
						 break;
					 case 'mapBumpScale':
						 json.bumpScale = value;
						 break;
					 case 'mapBumpRepeat':
					 case 'mapBumpOffset':
					 case 'mapBumpWrap':
					 case 'mapBumpAnisotropy':
						 break;
					 case 'mapNormal':
						 json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
						 break;
					 case 'mapNormalFactor':
						 json.normalScale = [ value, value ];
						 break;
					 case 'mapNormalRepeat':
					 case 'mapNormalOffset':
					 case 'mapNormalWrap':
					 case 'mapNormalAnisotropy':
						 break;
					 case 'mapSpecular':
						 json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
						 break;
					 case 'mapSpecularRepeat':
					 case 'mapSpecularOffset':
					 case 'mapSpecularWrap':
					 case 'mapSpecularAnisotropy':
						 break;
					 case 'mapAlpha':
						 json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
						 break;
					 case 'mapAlphaRepeat':
					 case 'mapAlphaOffset':
					 case 'mapAlphaWrap':
					 case 'mapAlphaAnisotropy':
						 break;
					 case 'flipSided':
						 json.side = THREE.BackSide;
						 break;
					 case 'doubleSided':
						 json.side = THREE.DoubleSide;
						 break;
					 case 'transparency':
						 console.warn( 'THREE.Loader: transparency has been renamed to opacity' );
						 json.opacity = value;
						 break;
					 case 'opacity':
					 case 'transparent':
					 case 'depthTest':
					 case 'depthWrite':
					 case 'transparent':
					 case 'visible':
					 case 'wireframe':
						 json[ name ] = value;
						 break;
					 case 'vertexColors':
						 if ( value === true ) json.vertexColors = THREE.VertexColors;
						 if ( value === 'face' ) json.vertexColors = THREE.FaceColors;
						 break;
					 default:
						 console.error( 'Loader.createMaterial: Unsupported', name, value );
						 break;
				 }
 
			 }
 
			 if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
			 if ( json.opacity < 1 ) json.transparent = true;
 
			 materialLoader.setTextures( textures );
 
			 return materialLoader.parse( json );
 
		 };
 
	 } )()
 
 };
 
 THREE.Loader.Handlers = {
 
	 handlers: [],
 
	 add: function ( regex, loader ) {
 
		 this.handlers.push( regex, loader );
 
	 },
 
	 get: function ( file ) {
 
		 var handlers = this.handlers;
 
		 for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
 
			 var regex = handlers[ i ];
			 var loader  = handlers[ i + 1 ];
 
			 if ( regex.test( file ) ) {
 
				 return loader;
 
			 }
 
		 }
 
		 return null;
 
	 }
 
 };
 
 // File:src/loaders/XHRLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.XHRLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.XHRLoader.prototype = {
 
	 constructor: THREE.XHRLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 var scope = this;
 
		 var cached = THREE.Cache.get( url );
 
		 if ( cached !== undefined ) {
 
			 if ( onLoad ) {
 
				 setTimeout( function () {
 
					 onLoad( cached );
 
				 }, 0 );
 
			 }
 
			 return cached;
 
		 }
 
		 var request = new XMLHttpRequest();
		 request.open( 'GET', url, true );
 
		 request.addEventListener( 'load', function ( event ) {
 
			 var response = event.target.response;
 
			 THREE.Cache.add( url, response );
 
			 if ( onLoad ) onLoad( response );
 
			 scope.manager.itemEnd( url );
 
		 }, false );
 
		 if ( onProgress !== undefined ) {
 
			 request.addEventListener( 'progress', function ( event ) {
 
				 onProgress( event );
 
			 }, false );
 
		 }
 
		 request.addEventListener( 'error', function ( event ) {
 
			 if ( onError ) onError( event );
 
			 scope.manager.itemError( url );
 
		 }, false );
 
		 if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
		 if ( this.responseType !== undefined ) request.responseType = this.responseType;
		 if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
 
		 request.send( null );
 
		 scope.manager.itemStart( url );
 
		 return request;
 
	 },
 
	 setResponseType: function ( value ) {
 
		 this.responseType = value;
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 },
 
	 setWithCredentials: function ( value ) {
 
		 this.withCredentials = value;
 
	 }
 
 };
 
 // File:src/loaders/ImageLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.ImageLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.ImageLoader.prototype = {
 
	 constructor: THREE.ImageLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 var scope = this;
 
		 var cached = THREE.Cache.get( url );
 
		 if ( cached !== undefined ) {
 
			 scope.manager.itemStart( url );
 
			 if ( onLoad ) {
 
				 setTimeout( function () {
 
					 onLoad( cached );
 
					 scope.manager.itemEnd( url );
 
				 }, 0 );
 
			 } else {
 
				 scope.manager.itemEnd( url );
 
			 }
 
			 return cached;
 
		 }
 
		 var image = document.createElement( 'img' );
 
		 image.addEventListener( 'load', function ( event ) {
 
			 THREE.Cache.add( url, this );
 
			 if ( onLoad ) onLoad( this );
 
			 scope.manager.itemEnd( url );
 
		 }, false );
 
		 if ( onProgress !== undefined ) {
 
			 image.addEventListener( 'progress', function ( event ) {
 
				 onProgress( event );
 
			 }, false );
 
		 }
 
		 image.addEventListener( 'error', function ( event ) {
 
			 if ( onError ) onError( event );
 
			 scope.manager.itemError( url );
 
		 }, false );
 
		 if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
 
		 scope.manager.itemStart( url );
 
		 image.src = url;
 
		 return image;
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 }
 
 };
 
 // File:src/loaders/JSONLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.JSONLoader = function ( manager ) {
 
	 if ( typeof manager === 'boolean' ) {
 
		 console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
		 manager = undefined;
 
	 }
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
	 this.withCredentials = false;
 
 };
 
 THREE.JSONLoader.prototype = {
 
	 constructor: THREE.JSONLoader,
 
	 // Deprecated
 
	 get statusDomElement () {
 
		 if ( this._statusDomElement === undefined ) {
 
			 this._statusDomElement = document.createElement( 'div' );
 
		 }
 
		 console.warn( 'THREE.JSONLoader: .statusDomElement has been removed.' );
		 return this._statusDomElement;
 
	 },
 
	 load: function( url, onLoad, onProgress, onError ) {
 
		 var scope = this;
 
		 var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url );
 
		 var loader = new THREE.XHRLoader( this.manager );
		 loader.setCrossOrigin( this.crossOrigin );
		 loader.setWithCredentials( this.withCredentials );
		 loader.load( url, function ( text ) {
 
			 var json = JSON.parse( text );
			 var metadata = json.metadata;
 
			 if ( metadata !== undefined ) {
 
				 if ( metadata.type === 'object' ) {
 
					 console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
					 return;
 
				 }
 
				 if ( metadata.type === 'scene' ) {
 
					 console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
					 return;
 
				 }
 
			 }
 
			 var object = scope.parse( json, texturePath );
			 onLoad( object.geometry, object.materials );
 
		 } );
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 },
 
	 setTexturePath: function ( value ) {
 
		 this.texturePath = value;
 
	 },
 
	 parse: function ( json, texturePath ) {
 
		 var geometry = new THREE.Geometry(),
		 scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
 
		 parseModel( scale );
 
		 parseSkin();
		 parseMorphing( scale );
		 parseAnimations();
 
		 geometry.computeFaceNormals();
		 geometry.computeBoundingSphere();
 
		 function parseModel( scale ) {
 
			 function isBitSet( value, position ) {
 
				 return value & ( 1 << position );
 
			 }
 
			 var i, j, fi,
 
			 offset, zLength,
 
		 colorIndex, normalIndex, uvIndex, materialIndex,
 
			 type,
			 isQuad,
			 hasMaterial,
			 hasFaceVertexUv,
			 hasFaceNormal, hasFaceVertexNormal,
			 hasFaceColor, hasFaceVertexColor,
 
		 vertex, face, faceA, faceB, hex, normal,
 
			 uvLayer, uv, u, v,
 
			 faces = json.faces,
			 vertices = json.vertices,
			 normals = json.normals,
			 colors = json.colors,
 
			 nUvLayers = 0;
 
			 if ( json.uvs !== undefined ) {
 
				 // disregard empty arrays
 
				 for ( i = 0; i < json.uvs.length; i ++ ) {
 
					 if ( json.uvs[ i ].length ) nUvLayers ++;
 
				 }
 
				 for ( i = 0; i < nUvLayers; i ++ ) {
 
					 geometry.faceVertexUvs[ i ] = [];
 
				 }
 
			 }
 
			 offset = 0;
			 zLength = vertices.length;
 
			 while ( offset < zLength ) {
 
				 vertex = new THREE.Vector3();
 
				 vertex.x = vertices[ offset ++ ] * scale;
				 vertex.y = vertices[ offset ++ ] * scale;
				 vertex.z = vertices[ offset ++ ] * scale;
 
				 geometry.vertices.push( vertex );
 
			 }
 
			 offset = 0;
			 zLength = faces.length;
 
			 while ( offset < zLength ) {
 
				 type = faces[ offset ++ ];
 
 
				 isQuad              = isBitSet( type, 0 );
				 hasMaterial         = isBitSet( type, 1 );
				 hasFaceVertexUv     = isBitSet( type, 3 );
				 hasFaceNormal       = isBitSet( type, 4 );
				 hasFaceVertexNormal = isBitSet( type, 5 );
				 hasFaceColor	     = isBitSet( type, 6 );
				 hasFaceVertexColor  = isBitSet( type, 7 );
 
				 // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
 
				 if ( isQuad ) {
 
					 faceA = new THREE.Face3();
					 faceA.a = faces[ offset ];
					 faceA.b = faces[ offset + 1 ];
					 faceA.c = faces[ offset + 3 ];
 
					 faceB = new THREE.Face3();
					 faceB.a = faces[ offset + 1 ];
					 faceB.b = faces[ offset + 2 ];
					 faceB.c = faces[ offset + 3 ];
 
					 offset += 4;
 
					 if ( hasMaterial ) {
 
						 materialIndex = faces[ offset ++ ];
						 faceA.materialIndex = materialIndex;
						 faceB.materialIndex = materialIndex;
 
					 }
 
					 // to get face <=> uv index correspondence
 
					 fi = geometry.faces.length;
 
					 if ( hasFaceVertexUv ) {
 
						 for ( i = 0; i < nUvLayers; i ++ ) {
 
							 uvLayer = json.uvs[ i ];
 
							 geometry.faceVertexUvs[ i ][ fi ] = [];
							 geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
 
							 for ( j = 0; j < 4; j ++ ) {
 
								 uvIndex = faces[ offset ++ ];
 
								 u = uvLayer[ uvIndex * 2 ];
								 v = uvLayer[ uvIndex * 2 + 1 ];
 
								 uv = new THREE.Vector2( u, v );
 
								 if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
								 if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
 
							 }
 
						 }
 
					 }
 
					 if ( hasFaceNormal ) {
 
						 normalIndex = faces[ offset ++ ] * 3;
 
						 faceA.normal.set(
							 normals[ normalIndex ++ ],
							 normals[ normalIndex ++ ],
							 normals[ normalIndex ]
						 );
 
						 faceB.normal.copy( faceA.normal );
 
					 }
 
					 if ( hasFaceVertexNormal ) {
 
						 for ( i = 0; i < 4; i ++ ) {
 
							 normalIndex = faces[ offset ++ ] * 3;
 
							 normal = new THREE.Vector3(
								 normals[ normalIndex ++ ],
								 normals[ normalIndex ++ ],
								 normals[ normalIndex ]
							 );
 
 
							 if ( i !== 2 ) faceA.vertexNormals.push( normal );
							 if ( i !== 0 ) faceB.vertexNormals.push( normal );
 
						 }
 
					 }
 
 
					 if ( hasFaceColor ) {
 
						 colorIndex = faces[ offset ++ ];
						 hex = colors[ colorIndex ];
 
						 faceA.color.setHex( hex );
						 faceB.color.setHex( hex );
 
					 }
 
 
					 if ( hasFaceVertexColor ) {
 
						 for ( i = 0; i < 4; i ++ ) {
 
							 colorIndex = faces[ offset ++ ];
							 hex = colors[ colorIndex ];
 
							 if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
							 if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
 
						 }
 
					 }
 
					 geometry.faces.push( faceA );
					 geometry.faces.push( faceB );
 
				 } else {
 
					 face = new THREE.Face3();
					 face.a = faces[ offset ++ ];
					 face.b = faces[ offset ++ ];
					 face.c = faces[ offset ++ ];
 
					 if ( hasMaterial ) {
 
						 materialIndex = faces[ offset ++ ];
						 face.materialIndex = materialIndex;
 
					 }
 
					 // to get face <=> uv index correspondence
 
					 fi = geometry.faces.length;
 
					 if ( hasFaceVertexUv ) {
 
						 for ( i = 0; i < nUvLayers; i ++ ) {
 
							 uvLayer = json.uvs[ i ];
 
							 geometry.faceVertexUvs[ i ][ fi ] = [];
 
							 for ( j = 0; j < 3; j ++ ) {
 
								 uvIndex = faces[ offset ++ ];
 
								 u = uvLayer[ uvIndex * 2 ];
								 v = uvLayer[ uvIndex * 2 + 1 ];
 
								 uv = new THREE.Vector2( u, v );
 
								 geometry.faceVertexUvs[ i ][ fi ].push( uv );
 
							 }
 
						 }
 
					 }
 
					 if ( hasFaceNormal ) {
 
						 normalIndex = faces[ offset ++ ] * 3;
 
						 face.normal.set(
							 normals[ normalIndex ++ ],
							 normals[ normalIndex ++ ],
							 normals[ normalIndex ]
						 );
 
					 }
 
					 if ( hasFaceVertexNormal ) {
 
						 for ( i = 0; i < 3; i ++ ) {
 
							 normalIndex = faces[ offset ++ ] * 3;
 
							 normal = new THREE.Vector3(
								 normals[ normalIndex ++ ],
								 normals[ normalIndex ++ ],
								 normals[ normalIndex ]
							 );
 
							 face.vertexNormals.push( normal );
 
						 }
 
					 }
 
 
					 if ( hasFaceColor ) {
 
						 colorIndex = faces[ offset ++ ];
						 face.color.setHex( colors[ colorIndex ] );
 
					 }
 
 
					 if ( hasFaceVertexColor ) {
 
						 for ( i = 0; i < 3; i ++ ) {
 
							 colorIndex = faces[ offset ++ ];
							 face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
 
						 }
 
					 }
 
					 geometry.faces.push( face );
 
				 }
 
			 }
 
		 };
 
		 function parseSkin() {
 
			 var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
 
			 if ( json.skinWeights ) {
 
				 for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
 
					 var x =                               json.skinWeights[ i ];
					 var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
					 var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
					 var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
 
					 geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
 
				 }
 
			 }
 
			 if ( json.skinIndices ) {
 
				 for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
 
					 var a =                               json.skinIndices[ i ];
					 var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
					 var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
					 var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
 
					 geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
 
				 }
 
			 }
 
			 geometry.bones = json.bones;
 
			 if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
 
				 console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
					 geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
 
			 }
 
		 };
 
		 function parseMorphing( scale ) {
 
			 if ( json.morphTargets !== undefined ) {
 
				 for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
 
					 geometry.morphTargets[ i ] = {};
					 geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
					 geometry.morphTargets[ i ].vertices = [];
 
					 var dstVertices = geometry.morphTargets[ i ].vertices;
					 var srcVertices = json.morphTargets[ i ].vertices;
 
					 for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
 
						 var vertex = new THREE.Vector3();
						 vertex.x = srcVertices[ v ] * scale;
						 vertex.y = srcVertices[ v + 1 ] * scale;
						 vertex.z = srcVertices[ v + 2 ] * scale;
 
						 dstVertices.push( vertex );
 
					 }
 
				 }
 
			 }
 
			 if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
 
				 console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
 
				 var faces = geometry.faces;
				 var morphColors = json.morphColors[ 0 ].colors;
 
				 for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
					 faces[ i ].color.fromArray( morphColors, i * 3 );
 
				 }
 
			 }
 
		 }
 
		 function parseAnimations() {
 
			 var outputAnimations = [];
 
			 // parse old style Bone/Hierarchy animations
			 var animations = [];
			 if ( json.animation !== undefined ) {
				 animations.push( json.animation );
			 }
			 if ( json.animations !== undefined ) {
				 if ( json.animations.length ) {
					 animations = animations.concat( json.animations );
				 } else {
					 animations.push( json.animations );
				 }
			 }
 
			 for ( var i = 0; i < animations.length; i ++ ) {
 
				 var clip = THREE.AnimationClip.parseAnimation( animations[i], geometry.bones );
				 if ( clip ) outputAnimations.push( clip );
 
			 }
 
			 // parse implicit morph animations
			 if ( geometry.morphTargets ) {
 
				 // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
				 var morphAnimationClips = THREE.AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
				 outputAnimations = outputAnimations.concat( morphAnimationClips );
 
			 }
 
			 if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
 
		 };
 
		 if ( json.materials === undefined || json.materials.length === 0 ) {
 
			 return { geometry: geometry };
 
		 } else {
 
			 var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
 
			 return { geometry: geometry, materials: materials };
 
		 }
 
	 }
 
 };
 
 // File:src/loaders/LoadingManager.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
 
	 var scope = this;
 
	 var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
 
	 this.onStart = undefined;
	 this.onLoad = onLoad;
	 this.onProgress = onProgress;
	 this.onError = onError;
 
	 this.itemStart = function ( url ) {
 
		 itemsTotal ++;
 
		 if ( isLoading === false ) {
 
			 if ( scope.onStart !== undefined ) {
 
				 scope.onStart( url, itemsLoaded, itemsTotal );
 
			 }
 
		 }
 
		 isLoading = true;
 
	 };
 
	 this.itemEnd = function ( url ) {
 
		 itemsLoaded ++;
 
		 if ( scope.onProgress !== undefined ) {
 
			 scope.onProgress( url, itemsLoaded, itemsTotal );
 
		 }
 
		 if ( itemsLoaded === itemsTotal ) {
 
			 isLoading = false;
 
			 if ( scope.onLoad !== undefined ) {
 
				 scope.onLoad();
 
			 }
 
		 }
 
	 };
 
	 this.itemError = function ( url ) {
 
		 if ( scope.onError !== undefined ) {
 
			 scope.onError( url );
 
		 }
 
	 };
 
 };
 
 THREE.DefaultLoadingManager = new THREE.LoadingManager();
 
 // File:src/loaders/BufferGeometryLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.BufferGeometryLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.BufferGeometryLoader.prototype = {
 
	 constructor: THREE.BufferGeometryLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 var scope = this;
 
		 var loader = new THREE.XHRLoader( scope.manager );
		 loader.setCrossOrigin( this.crossOrigin );
		 loader.load( url, function ( text ) {
 
			 onLoad( scope.parse( JSON.parse( text ) ) );
 
		 }, onProgress, onError );
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 },
 
	 parse: function ( json ) {
 
		 var geometry = new THREE.BufferGeometry();
 
		 var index = json.data.index;
 
		 if ( index !== undefined ) {
 
			 var typedArray = new self[ index.type ]( index.array );
			 geometry.setIndex( new THREE.BufferAttribute( typedArray, 1 ) );
 
		 }
 
		 var attributes = json.data.attributes;
 
		 for ( var key in attributes ) {
 
			 var attribute = attributes[ key ];
			 var typedArray = new self[ attribute.type ]( attribute.array );
 
			 geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
 
		 }
 
		 var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
 
		 if ( groups !== undefined ) {
 
			 for ( var i = 0, n = groups.length; i !== n; ++ i ) {
 
				 var group = groups[ i ];
 
				 geometry.addGroup( group.start, group.count );
 
			 }
 
		 }
 
		 var boundingSphere = json.data.boundingSphere;
 
		 if ( boundingSphere !== undefined ) {
 
			 var center = new THREE.Vector3();
 
			 if ( boundingSphere.center !== undefined ) {
 
				 center.fromArray( boundingSphere.center );
 
			 }
 
			 geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
 
		 }
 
		 return geometry;
 
	 }
 
 };
 
 // File:src/loaders/MaterialLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.MaterialLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
	 this.textures = {};
 
 };
 
 THREE.MaterialLoader.prototype = {
 
	 constructor: THREE.MaterialLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 var scope = this;
 
		 var loader = new THREE.XHRLoader( scope.manager );
		 loader.setCrossOrigin( this.crossOrigin );
		 loader.load( url, function ( text ) {
 
			 onLoad( scope.parse( JSON.parse( text ) ) );
 
		 }, onProgress, onError );
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 },
 
	 setTextures: function ( value ) {
 
		 this.textures = value;
 
	 },
 
	 getTexture: function ( name ) {
 
		 var textures = this.textures;
 
		 if ( textures[ name ] === undefined ) {
 
			 console.warn( 'THREE.MaterialLoader: Undefined texture', name );
 
		 }
 
		 return textures[ name ];
 
	 },
 
	 parse: function ( json ) {
 
		 var material = new THREE[ json.type ];
		 material.uuid = json.uuid;
 
		 if ( json.name !== undefined ) material.name = json.name;
		 if ( json.color !== undefined ) material.color.setHex( json.color );
		 if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
		 if ( json.specular !== undefined ) material.specular.setHex( json.specular );
		 if ( json.shininess !== undefined ) material.shininess = json.shininess;
		 if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
		 if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
		 if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
		 if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
		 if ( json.shading !== undefined ) material.shading = json.shading;
		 if ( json.blending !== undefined ) material.blending = json.blending;
		 if ( json.side !== undefined ) material.side = json.side;
		 if ( json.opacity !== undefined ) material.opacity = json.opacity;
		 if ( json.transparent !== undefined ) material.transparent = json.transparent;
		 if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
		 if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
		 if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
		 if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
		 if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
 
		 // for PointsMaterial
		 if ( json.size !== undefined ) material.size = json.size;
		 if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
 
		 // maps
 
		 if ( json.map !== undefined ) material.map = this.getTexture( json.map );
 
		 if ( json.alphaMap !== undefined ) {
 
			 material.alphaMap = this.getTexture( json.alphaMap );
			 material.transparent = true;
 
		 }
 
		 if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap );
		 if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
 
		 if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap );
		 if ( json.normalScale )	material.normalScale = new THREE.Vector2( json.normalScale, json.normalScale );
 
		 if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap );
		 if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
		 if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
 
		 if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap );
 
		 if ( json.envMap !== undefined ) {
 
			 material.envMap = this.getTexture( json.envMap );
			 material.combine = THREE.MultiplyOperation;
 
		 }
 
		 if ( json.reflectivity ) material.reflectivity = json.reflectivity;
 
		 if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap );
		 if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
 
		 if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap );
		 if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
 
		 // MeshFaceMaterial
 
		 if ( json.materials !== undefined ) {
 
			 for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
 
				 material.materials.push( this.parse( json.materials[ i ] ) );
 
			 }
 
		 }
 
		 return material;
 
	 }
 
 };
 
 // File:src/loaders/ObjectLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.ObjectLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
	 this.texturePath = '';
 
 };
 
 THREE.ObjectLoader.prototype = {
 
	 constructor: THREE.ObjectLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 if ( this.texturePath === '' ) {
 
			 this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
 
		 }
 
		 var scope = this;
 
		 var loader = new THREE.XHRLoader( scope.manager );
		 loader.setCrossOrigin( this.crossOrigin );
		 loader.load( url, function ( text ) {
 
			 scope.parse( JSON.parse( text ), onLoad );
 
		 }, onProgress, onError );
 
	 },
 
	 setTexturePath: function ( value ) {
 
		 this.texturePath = value;
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 },
 
	 parse: function ( json, onLoad ) {
 
		 var geometries = this.parseGeometries( json.geometries );
 
		 var images = this.parseImages( json.images, function () {
 
			 if ( onLoad !== undefined ) onLoad( object );
 
		 } );
 
		 var textures  = this.parseTextures( json.textures, images );
		 var materials = this.parseMaterials( json.materials, textures );
 
		 var object = this.parseObject( json.object, geometries, materials );
 
		 if ( json.animations ) {
 
			 object.animations = this.parseAnimations( json.animations );
 
		 }
 
		 if ( json.images === undefined || json.images.length === 0 ) {
 
			 if ( onLoad !== undefined ) onLoad( object );
 
		 }
 
		 return object;
 
	 },
 
	 parseGeometries: function ( json ) {
 
		 var geometries = {};
 
		 if ( json !== undefined ) {
 
			 var geometryLoader = new THREE.JSONLoader();
			 var bufferGeometryLoader = new THREE.BufferGeometryLoader();
 
			 for ( var i = 0, l = json.length; i < l; i ++ ) {
 
				 var geometry;
				 var data = json[ i ];
 
				 switch ( data.type ) {
 
					 case 'PlaneGeometry':
					 case 'PlaneBufferGeometry':
 
						 geometry = new THREE[ data.type ](
							 data.width,
							 data.height,
							 data.widthSegments,
							 data.heightSegments
						 );
 
						 break;
 
					 case 'BoxGeometry':
					 case 'CubeGeometry': // backwards compatible
 
						 geometry = new THREE.BoxGeometry(
							 data.width,
							 data.height,
							 data.depth,
							 data.widthSegments,
							 data.heightSegments,
							 data.depthSegments
						 );
 
						 break;
 
					 case 'CircleBufferGeometry':
 
						 geometry = new THREE.CircleBufferGeometry(
							 data.radius,
							 data.segments,
							 data.thetaStart,
							 data.thetaLength
						 );
 
						 break;
 
					 case 'CircleGeometry':
 
						 geometry = new THREE.CircleGeometry(
							 data.radius,
							 data.segments,
							 data.thetaStart,
							 data.thetaLength
						 );
 
						 break;
 
					 case 'CylinderGeometry':
 
						 geometry = new THREE.CylinderGeometry(
							 data.radiusTop,
							 data.radiusBottom,
							 data.height,
							 data.radialSegments,
							 data.heightSegments,
							 data.openEnded,
							 data.thetaStart,
							 data.thetaLength
						 );
 
						 break;
 
					 case 'SphereGeometry':
 
						 geometry = new THREE.SphereGeometry(
							 data.radius,
							 data.widthSegments,
							 data.heightSegments,
							 data.phiStart,
							 data.phiLength,
							 data.thetaStart,
							 data.thetaLength
						 );
 
						 break;
 
					 case 'SphereBufferGeometry':
 
						 geometry = new THREE.SphereBufferGeometry(
							 data.radius,
							 data.widthSegments,
							 data.heightSegments,
							 data.phiStart,
							 data.phiLength,
							 data.thetaStart,
							 data.thetaLength
						 );
 
						 break;
 
					 case 'DodecahedronGeometry':
 
						 geometry = new THREE.DodecahedronGeometry(
							 data.radius,
							 data.detail
						 );
 
						 break;
 
					 case 'IcosahedronGeometry':
 
						 geometry = new THREE.IcosahedronGeometry(
							 data.radius,
							 data.detail
						 );
 
						 break;
 
					 case 'OctahedronGeometry':
 
						 geometry = new THREE.OctahedronGeometry(
							 data.radius,
							 data.detail
						 );
 
						 break;
 
					 case 'TetrahedronGeometry':
 
						 geometry = new THREE.TetrahedronGeometry(
							 data.radius,
							 data.detail
						 );
 
						 break;
 
					 case 'RingGeometry':
 
						 geometry = new THREE.RingGeometry(
							 data.innerRadius,
							 data.outerRadius,
							 data.thetaSegments,
							 data.phiSegments,
							 data.thetaStart,
							 data.thetaLength
						 );
 
						 break;
 
					 case 'TorusGeometry':
 
						 geometry = new THREE.TorusGeometry(
							 data.radius,
							 data.tube,
							 data.radialSegments,
							 data.tubularSegments,
							 data.arc
						 );
 
						 break;
 
					 case 'TorusKnotGeometry':
 
						 geometry = new THREE.TorusKnotGeometry(
							 data.radius,
							 data.tube,
							 data.radialSegments,
							 data.tubularSegments,
							 data.p,
							 data.q,
							 data.heightScale
						 );
 
						 break;
 
					 case 'BufferGeometry':
 
						 geometry = bufferGeometryLoader.parse( data );
 
						 break;
 
					 case 'Geometry':
 
						 geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;
 
						 break;
 
					 default:
 
						 console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
 
						 continue;
 
				 }
 
				 geometry.uuid = data.uuid;
 
				 if ( data.name !== undefined ) geometry.name = data.name;
 
				 geometries[ data.uuid ] = geometry;
 
			 }
 
		 }
 
		 return geometries;
 
	 },
 
	 parseMaterials: function ( json, textures ) {
 
		 var materials = {};
 
		 if ( json !== undefined ) {
 
			 var loader = new THREE.MaterialLoader();
			 loader.setTextures( textures );
 
			 for ( var i = 0, l = json.length; i < l; i ++ ) {
 
				 var material = loader.parse( json[ i ] );
				 materials[ material.uuid ] = material;
 
			 }
 
		 }
 
		 return materials;
 
	 },
 
	 parseAnimations: function ( json ) {
 
		 var animations = [];
 
		 for ( var i = 0; i < json.length; i ++ ) {
 
			 var clip = THREE.AnimationClip.parse( json[i] );
 
			 animations.push( clip );
 
		 }
 
		 return animations;
 
	 },
 
	 parseImages: function ( json, onLoad ) {
 
		 var scope = this;
		 var images = {};
 
		 function loadImage( url ) {
 
			 scope.manager.itemStart( url );
 
			 return loader.load( url, function () {
 
				 scope.manager.itemEnd( url );
 
			 } );
 
		 }
 
		 if ( json !== undefined && json.length > 0 ) {
 
			 var manager = new THREE.LoadingManager( onLoad );
 
			 var loader = new THREE.ImageLoader( manager );
			 loader.setCrossOrigin( this.crossOrigin );
 
			 for ( var i = 0, l = json.length; i < l; i ++ ) {
 
				 var image = json[ i ];
				 var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
 
				 images[ image.uuid ] = loadImage( path );
 
			 }
 
		 }
 
		 return images;
 
	 },
 
	 parseTextures: function ( json, images ) {
 
		 function parseConstant( value ) {
 
			 if ( typeof( value ) === 'number' ) return value;
 
			 console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
 
			 return THREE[ value ];
 
		 }
 
		 var textures = {};
 
		 if ( json !== undefined ) {
 
			 for ( var i = 0, l = json.length; i < l; i ++ ) {
 
				 var data = json[ i ];
 
				 if ( data.image === undefined ) {
 
					 console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
 
				 }
 
				 if ( images[ data.image ] === undefined ) {
 
					 console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
 
				 }
 
				 var texture = new THREE.Texture( images[ data.image ] );
				 texture.needsUpdate = true;
 
				 texture.uuid = data.uuid;
 
				 if ( data.name !== undefined ) texture.name = data.name;
				 if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping );
				 if ( data.offset !== undefined ) texture.offset = new THREE.Vector2( data.offset[ 0 ], data.offset[ 1 ] );
				 if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] );
				 if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter );
				 if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter );
				 if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
				 if ( Array.isArray( data.wrap ) ) {
 
					 texture.wrapS = parseConstant( data.wrap[ 0 ] );
					 texture.wrapT = parseConstant( data.wrap[ 1 ] );
 
				 }
 
				 textures[ data.uuid ] = texture;
 
			 }
 
		 }
 
		 return textures;
 
	 },
 
	 parseObject: function () {
 
		 var matrix = new THREE.Matrix4();
 
		 return function ( data, geometries, materials ) {
 
			 var object;
 
			 function getGeometry( name ) {
 
				 if ( geometries[ name ] === undefined ) {
 
					 console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
 
				 }
 
				 return geometries[ name ];
 
			 }
 
			 function getMaterial( name ) {
 
				 if ( name === undefined ) return undefined;
 
				 if ( materials[ name ] === undefined ) {
 
					 console.warn( 'THREE.ObjectLoader: Undefined material', name );
 
				 }
 
				 return materials[ name ];
 
			 }
 
			 switch ( data.type ) {
 
				 case 'Scene':
 
					 object = new THREE.Scene();
 
					 break;
 
				 case 'PerspectiveCamera':
 
					 object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
 
					 break;
 
				 case 'OrthographicCamera':
 
					 object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
 
					 break;
 
				 case 'AmbientLight':
 
					 object = new THREE.AmbientLight( data.color );
 
					 break;
 
				 case 'DirectionalLight':
 
					 object = new THREE.DirectionalLight( data.color, data.intensity );
 
					 break;
 
				 case 'PointLight':
 
					 object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
 
					 break;
 
				 case 'SpotLight':
 
					 object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay );
 
					 break;
 
				 case 'HemisphereLight':
 
					 object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
 
					 break;
 
				 case 'Mesh':
 
					 object = new THREE.Mesh( getGeometry( data.geometry ), getMaterial( data.material ) );
 
					 break;
 
				 case 'LOD':
 
					 object = new THREE.LOD();
 
					 break;
 
				 case 'Line':
 
					 object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
 
					 break;
 
				 case 'PointCloud':
				 case 'Points':
 
					 object = new THREE.Points( getGeometry( data.geometry ), getMaterial( data.material ) );
 
					 break;
 
				 case 'Sprite':
 
					 object = new THREE.Sprite( getMaterial( data.material ) );
 
					 break;
 
				 case 'Group':
 
					 object = new THREE.Group();
 
					 break;
 
				 default:
 
					 object = new THREE.Object3D();
 
			 }
 
			 object.uuid = data.uuid;
 
			 if ( data.name !== undefined ) object.name = data.name;
			 if ( data.matrix !== undefined ) {
 
				 matrix.fromArray( data.matrix );
				 matrix.decompose( object.position, object.quaternion, object.scale );
 
			 } else {
 
				 if ( data.position !== undefined ) object.position.fromArray( data.position );
				 if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
				 if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
 
			 }
 
			 if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
			 if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
 
			 if ( data.visible !== undefined ) object.visible = data.visible;
			 if ( data.userData !== undefined ) object.userData = data.userData;
 
			 if ( data.children !== undefined ) {
 
				 for ( var child in data.children ) {
 
					 object.add( this.parseObject( data.children[ child ], geometries, materials ) );
 
				 }
 
			 }
 
			 if ( data.type === 'LOD' ) {
 
				 var levels = data.levels;
 
				 for ( var l = 0; l < levels.length; l ++ ) {
 
					 var level = levels[ l ];
					 var child = object.getObjectByProperty( 'uuid', level.object );
 
					 if ( child !== undefined ) {
 
						 object.addLevel( child, level.distance );
 
					 }
 
				 }
 
			 }
 
			 return object;
 
		 }
 
	 }()
 
 };
 
 // File:src/loaders/TextureLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.TextureLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.TextureLoader.prototype = {
 
	 constructor: THREE.TextureLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 var texture = new THREE.Texture();
 
		 var loader = new THREE.ImageLoader( this.manager );
		 loader.setCrossOrigin( this.crossOrigin );
		 loader.load( url, function ( image ) {
 
			 texture.image = image;
			 texture.needsUpdate = true;
 
			 if ( onLoad !== undefined ) {
 
				 onLoad( texture );
 
			 }
 
		 }, onProgress, onError );
 
		 return texture;
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 }
 
 };
 
 // File:src/loaders/CubeTextureLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.CubeTextureLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
 };
 
 THREE.CubeTextureLoader.prototype = {
 
	 constructor: THREE.CubeTextureLoader,
 
	 load: function ( urls, onLoad, onProgress, onError ) {
 
		 var texture = new THREE.CubeTexture( [] );
 
		 var loader = new THREE.ImageLoader();
		 loader.setCrossOrigin( this.crossOrigin );
 
		 var loaded = 0;
 
		 function loadTexture( i ) {
 
			 loader.load( urls[ i ], function ( image ) {
 
				 texture.images[ i ] = image;
 
				 loaded ++;
 
				 if ( loaded === 6 ) {
 
					 texture.needsUpdate = true;
 
					 if ( onLoad ) onLoad( texture );
 
				 }
 
			 }, undefined, onError );
 
		 }
 
		 for ( var i = 0; i < urls.length; ++ i ) {
 
			 loadTexture( i );
 
		 }
 
		 return texture;
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 }
 
 };
 
 // File:src/loaders/BinaryTextureLoader.js
 
 /**
	* @author Nikos M. / https://github.com/foo123/
	*
	* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
	*/
 
 THREE.DataTextureLoader = THREE.BinaryTextureLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
	 // override in sub classes
	 this._parser = null;
 
 };
 
 THREE.BinaryTextureLoader.prototype = {
 
	 constructor: THREE.BinaryTextureLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 var scope = this;
 
		 var texture = new THREE.DataTexture();
 
		 var loader = new THREE.XHRLoader( this.manager );
		 loader.setCrossOrigin( this.crossOrigin );
		 loader.setResponseType( 'arraybuffer' );
 
		 loader.load( url, function ( buffer ) {
 
			 var texData = scope._parser( buffer );
 
			 if ( ! texData ) return;
 
			 if ( undefined !== texData.image ) {
 
				 texture.image = texData.image;
 
			 } else if ( undefined !== texData.data ) {
 
				 texture.image.width = texData.width;
				 texture.image.height = texData.height;
				 texture.image.data = texData.data;
 
			 }
 
			 texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
			 texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
 
			 texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
			 texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
 
			 texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
 
			 if ( undefined !== texData.format ) {
 
				 texture.format = texData.format;
 
			 }
			 if ( undefined !== texData.type ) {
 
				 texture.type = texData.type;
 
			 }
 
			 if ( undefined !== texData.mipmaps ) {
 
				 texture.mipmaps = texData.mipmaps;
 
			 }
 
			 if ( 1 === texData.mipmapCount ) {
 
				 texture.minFilter = THREE.LinearFilter;
 
			 }
 
			 texture.needsUpdate = true;
 
			 if ( onLoad ) onLoad( texture, texData );
 
		 }, onProgress, onError );
 
 
		 return texture;
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 }
 
 };
 
 // File:src/loaders/CompressedTextureLoader.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*
	* Abstract Base class to block based textures loader (dds, pvr, ...)
	*/
 
 THREE.CompressedTextureLoader = function ( manager ) {
 
	 this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
 
	 // override in sub classes
	 this._parser = null;
 
 };
 
 
 THREE.CompressedTextureLoader.prototype = {
 
	 constructor: THREE.CompressedTextureLoader,
 
	 load: function ( url, onLoad, onProgress, onError ) {
 
		 var scope = this;
 
		 var images = [];
 
		 var texture = new THREE.CompressedTexture();
		 texture.image = images;
 
		 var loader = new THREE.XHRLoader( this.manager );
		 loader.setCrossOrigin( this.crossOrigin );
		 loader.setResponseType( 'arraybuffer' );
 
		 if ( Array.isArray( url ) ) {
 
			 var loaded = 0;
 
			 var loadTexture = function ( i ) {
 
				 loader.load( url[ i ], function ( buffer ) {
 
					 var texDatas = scope._parser( buffer, true );
 
					 images[ i ] = {
						 width: texDatas.width,
						 height: texDatas.height,
						 format: texDatas.format,
						 mipmaps: texDatas.mipmaps
					 };
 
					 loaded += 1;
 
					 if ( loaded === 6 ) {
 
						 if ( texDatas.mipmapCount === 1 )
								texture.minFilter = THREE.LinearFilter;
 
						 texture.format = texDatas.format;
						 texture.needsUpdate = true;
 
						 if ( onLoad ) onLoad( texture );
 
					 }
 
				 }, onProgress, onError );
 
			 };
 
			 for ( var i = 0, il = url.length; i < il; ++ i ) {
 
				 loadTexture( i );
 
			 }
 
		 } else {
 
			 // compressed cubemap texture stored in a single DDS file
 
			 loader.load( url, function ( buffer ) {
 
				 var texDatas = scope._parser( buffer, true );
 
				 if ( texDatas.isCubemap ) {
 
					 var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
 
					 for ( var f = 0; f < faces; f ++ ) {
 
						 images[ f ] = { mipmaps : [] };
 
						 for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
 
							 images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
							 images[ f ].format = texDatas.format;
							 images[ f ].width = texDatas.width;
							 images[ f ].height = texDatas.height;
 
						 }
 
					 }
 
				 } else {
 
					 texture.image.width = texDatas.width;
					 texture.image.height = texDatas.height;
					 texture.mipmaps = texDatas.mipmaps;
 
				 }
 
				 if ( texDatas.mipmapCount === 1 ) {
 
					 texture.minFilter = THREE.LinearFilter;
 
				 }
 
				 texture.format = texDatas.format;
				 texture.needsUpdate = true;
 
				 if ( onLoad ) onLoad( texture );
 
			 }, onProgress, onError );
 
		 }
 
		 return texture;
 
	 },
 
	 setCrossOrigin: function ( value ) {
 
		 this.crossOrigin = value;
 
	 }
 
 };
 
 // File:src/materials/Material.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Material = function () {
 
	 Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.name = '';
	 this.type = 'Material';
 
	 this.side = THREE.FrontSide;
 
	 this.opacity = 1;
	 this.transparent = false;
 
	 this.blending = THREE.NormalBlending;
 
	 this.blendSrc = THREE.SrcAlphaFactor;
	 this.blendDst = THREE.OneMinusSrcAlphaFactor;
	 this.blendEquation = THREE.AddEquation;
	 this.blendSrcAlpha = null;
	 this.blendDstAlpha = null;
	 this.blendEquationAlpha = null;
 
	 this.depthFunc = THREE.LessEqualDepth;
	 this.depthTest = true;
	 this.depthWrite = true;
 
	 this.colorWrite = true;
 
	 this.precision = null; // override the renderer's default precision for this material
 
	 this.polygonOffset = false;
	 this.polygonOffsetFactor = 0;
	 this.polygonOffsetUnits = 0;
 
	 this.alphaTest = 0;
 
	 this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
 
	 this.visible = true;
 
	 this._needsUpdate = true;
 
 };
 
 THREE.Material.prototype = {
 
	 constructor: THREE.Material,
 
	 get needsUpdate () {
 
		 return this._needsUpdate;
 
	 },
 
	 set needsUpdate ( value ) {
 
		 if ( value === true ) this.update();
 
		 this._needsUpdate = value;
 
	 },
 
	 setValues: function ( values ) {
 
		 if ( values === undefined ) return;
 
		 for ( var key in values ) {
 
			 var newValue = values[ key ];
 
			 if ( newValue === undefined ) {
 
				 console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
				 continue;
 
			 }
 
			 var currentValue = this[ key ];
 
			 if ( currentValue === undefined ) {
 
				 console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
				 continue;
 
			 }
 
			 if ( currentValue instanceof THREE.Color ) {
 
				 currentValue.set( newValue );
 
			 } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
 
				 currentValue.copy( newValue );
 
			 } else if ( key === 'overdraw' ) {
 
				 // ensure overdraw is backwards-compatible with legacy boolean type
				 this[ key ] = Number( newValue );
 
			 } else {
 
				 this[ key ] = newValue;
 
			 }
 
		 }
 
	 },
 
	 toJSON: function ( meta ) {
 
		 var data = {
			 metadata: {
				 version: 4.4,
				 type: 'Material',
				 generator: 'Material.toJSON'
			 }
		 };
 
		 // standard Material serialization
		 data.uuid = this.uuid;
		 data.type = this.type;
		 if ( this.name !== '' ) data.name = this.name;
 
		 if ( this.color instanceof THREE.Color ) data.color = this.color.getHex();
		 if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex();
		 if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex();
		 if ( this.shininess !== undefined ) data.shininess = this.shininess;
 
		 if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid;
		 if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
		 if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
		 if ( this.bumpMap instanceof THREE.Texture ) {
 
			 data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
			 data.bumpScale = this.bumpScale;
 
		 }
		 if ( this.normalMap instanceof THREE.Texture ) {
 
			 data.normalMap = this.normalMap.toJSON( meta ).uuid;
			 data.normalScale = this.normalScale; // Removed for now, causes issue in editor ui.js
 
		 }
		 if ( this.displacementMap instanceof THREE.Texture ) {
 
			 data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
			 data.displacementScale = this.displacementScale;
			 data.displacementBias = this.displacementBias;
 
		 }
		 if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
		 if ( this.envMap instanceof THREE.Texture ) {
 
			 data.envMap = this.envMap.toJSON( meta ).uuid;
			 data.reflectivity = this.reflectivity; // Scale behind envMap
 
		 }
 
		 if ( this.size !== undefined ) data.size = this.size;
		 if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
 
		 if ( this.vertexColors !== undefined && this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors;
		 if ( this.shading !== undefined && this.shading !== THREE.SmoothShading ) data.shading = this.shading;
		 if ( this.blending !== undefined && this.blending !== THREE.NormalBlending ) data.blending = this.blending;
		 if ( this.side !== undefined && this.side !== THREE.FrontSide ) data.side = this.side;
 
		 if ( this.opacity < 1 ) data.opacity = this.opacity;
		 if ( this.transparent === true ) data.transparent = this.transparent;
		 if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
		 if ( this.wireframe === true ) data.wireframe = this.wireframe;
		 if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
 
		 return data;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( source ) {
 
		 this.name = source.name;
 
		 this.side = source.side;
 
		 this.opacity = source.opacity;
		 this.transparent = source.transparent;
 
		 this.blending = source.blending;
 
		 this.blendSrc = source.blendSrc;
		 this.blendDst = source.blendDst;
		 this.blendEquation = source.blendEquation;
		 this.blendSrcAlpha = source.blendSrcAlpha;
		 this.blendDstAlpha = source.blendDstAlpha;
		 this.blendEquationAlpha = source.blendEquationAlpha;
 
		 this.depthFunc = source.depthFunc;
		 this.depthTest = source.depthTest;
		 this.depthWrite = source.depthWrite;
 
		 this.precision = source.precision;
 
		 this.polygonOffset = source.polygonOffset;
		 this.polygonOffsetFactor = source.polygonOffsetFactor;
		 this.polygonOffsetUnits = source.polygonOffsetUnits;
 
		 this.alphaTest = source.alphaTest;
 
		 this.overdraw = source.overdraw;
 
		 this.visible = source.visible;
 
		 return this;
 
	 },
 
	 update: function () {
 
		 this.dispatchEvent( { type: 'update' } );
 
	 },
 
	 dispose: function () {
 
		 this.dispatchEvent( { type: 'dispose' } );
 
	 },
 
	 // Deprecated
 
	 get wrapAround () {
 
		 console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
 
	 },
 
	 set wrapAround ( boolean ) {
 
		 console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
 
	 },
 
	 get wrapRGB () {
 
		 console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
		 return new THREE.Color();
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
 
 THREE.MaterialIdCount = 0;
 
 // File:src/materials/LineBasicMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  color: <hex>,
	*  opacity: <float>,
	*
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  linewidth: <float>,
	*  linecap: "round",
	*  linejoin: "round",
	*
	*  vertexColors: <bool>
	*
	*  fog: <bool>
	* }
	*/
 
 THREE.LineBasicMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'LineBasicMaterial';
 
	 this.color = new THREE.Color( 0xffffff );
 
	 this.linewidth = 1;
	 this.linecap = 'round';
	 this.linejoin = 'round';
 
	 this.vertexColors = THREE.NoColors;
 
	 this.fog = true;
 
	 this.setValues( parameters );
 
 };
 
 THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
 
 THREE.LineBasicMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
 
	 this.linewidth = source.linewidth;
	 this.linecap = source.linecap;
	 this.linejoin = source.linejoin;
 
	 this.vertexColors = source.vertexColors;
 
	 this.fog = source.fog;
 
	 return this;
 
 };
 
 // File:src/materials/LineDashedMaterial.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  color: <hex>,
	*  opacity: <float>,
	*
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  linewidth: <float>,
	*
	*  scale: <float>,
	*  dashSize: <float>,
	*  gapSize: <float>,
	*
	*  vertexColors: <bool>
	*
	*  fog: <bool>
	* }
	*/
 
 THREE.LineDashedMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'LineDashedMaterial';
 
	 this.color = new THREE.Color( 0xffffff );
 
	 this.linewidth = 1;
 
	 this.scale = 1;
	 this.dashSize = 3;
	 this.gapSize = 1;
 
	 this.vertexColors = false;
 
	 this.fog = true;
 
	 this.setValues( parameters );
 
 };
 
 THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
 
 THREE.LineDashedMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
	 
	 this.linewidth = source.linewidth;
 
	 this.scale = source.scale;
	 this.dashSize = source.dashSize;
	 this.gapSize = source.gapSize;
 
	 this.vertexColors = source.vertexColors;
 
	 this.fog = source.fog;
 
	 return this;
 
 };
 
 // File:src/materials/MeshBasicMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  color: <hex>,
	*  opacity: <float>,
	*  map: new THREE.Texture( <Image> ),
	*
	*  aoMap: new THREE.Texture( <Image> ),
	*  aoMapIntensity: <float>
	*
	*  specularMap: new THREE.Texture( <Image> ),
	*
	*  alphaMap: new THREE.Texture( <Image> ),
	*
	*  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	*  combine: THREE.Multiply,
	*  reflectivity: <float>,
	*  refractionRatio: <float>,
	*
	*  shading: THREE.SmoothShading,
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  wireframe: <boolean>,
	*  wireframeLinewidth: <float>,
	*
	*  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
	*
	*  skinning: <bool>,
	*  morphTargets: <bool>,
	*
	*  fog: <bool>
	* }
	*/
 
 THREE.MeshBasicMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'MeshBasicMaterial';
 
	 this.color = new THREE.Color( 0xffffff ); // emissive
 
	 this.map = null;
 
	 this.aoMap = null;
	 this.aoMapIntensity = 1.0;
 
	 this.specularMap = null;
 
	 this.alphaMap = null;
 
	 this.envMap = null;
	 this.combine = THREE.MultiplyOperation;
	 this.reflectivity = 1;
	 this.refractionRatio = 0.98;
 
	 this.fog = true;
 
	 this.shading = THREE.SmoothShading;
 
	 this.wireframe = false;
	 this.wireframeLinewidth = 1;
	 this.wireframeLinecap = 'round';
	 this.wireframeLinejoin = 'round';
 
	 this.vertexColors = THREE.NoColors;
 
	 this.skinning = false;
	 this.morphTargets = false;
 
	 this.setValues( parameters );
 
 };
 
 THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
 
 THREE.MeshBasicMaterial.prototype.copy = function ( source ) {
	 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
 
	 this.map = source.map;
 
	 this.aoMap = source.aoMap;
	 this.aoMapIntensity = source.aoMapIntensity;
 
	 this.specularMap = source.specularMap;
 
	 this.alphaMap = source.alphaMap;
 
	 this.envMap = source.envMap;
	 this.combine = source.combine;
	 this.reflectivity = source.reflectivity;
	 this.refractionRatio = source.refractionRatio;
 
	 this.fog = source.fog;
 
	 this.shading = source.shading;
 
	 this.wireframe = source.wireframe;
	 this.wireframeLinewidth = source.wireframeLinewidth;
	 this.wireframeLinecap = source.wireframeLinecap;
	 this.wireframeLinejoin = source.wireframeLinejoin;
 
	 this.vertexColors = source.vertexColors;
 
	 this.skinning = source.skinning;
	 this.morphTargets = source.morphTargets;
	 
	 return this;
 
 };
 
 // File:src/materials/MeshLambertMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  color: <hex>,
	*  emissive: <hex>,
	*  opacity: <float>,
	*
	*  map: new THREE.Texture( <Image> ),
	*
	*  specularMap: new THREE.Texture( <Image> ),
	*
	*  alphaMap: new THREE.Texture( <Image> ),
	*
	*  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	*  combine: THREE.Multiply,
	*  reflectivity: <float>,
	*  refractionRatio: <float>,
	*
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  wireframe: <boolean>,
	*  wireframeLinewidth: <float>,
	*
	*  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
	*
	*  skinning: <bool>,
	*  morphTargets: <bool>,
	*  morphNormals: <bool>,
	*
	*	fog: <bool>
	* }
	*/
 
 THREE.MeshLambertMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'MeshLambertMaterial';
 
	 this.color = new THREE.Color( 0xffffff ); // diffuse
	 this.emissive = new THREE.Color( 0x000000 );
 
	 this.map = null;
 
	 this.specularMap = null;
 
	 this.alphaMap = null;
 
	 this.envMap = null;
	 this.combine = THREE.MultiplyOperation;
	 this.reflectivity = 1;
	 this.refractionRatio = 0.98;
 
	 this.fog = true;
 
	 this.wireframe = false;
	 this.wireframeLinewidth = 1;
	 this.wireframeLinecap = 'round';
	 this.wireframeLinejoin = 'round';
 
	 this.vertexColors = THREE.NoColors;
 
	 this.skinning = false;
	 this.morphTargets = false;
	 this.morphNormals = false;
 
	 this.setValues( parameters );
 
 };
 
 THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
 
 THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
	 this.emissive.copy( source.emissive );
 
	 this.map = source.map;
 
	 this.specularMap = source.specularMap;
 
	 this.alphaMap = source.alphaMap;
 
	 this.envMap = source.envMap;
	 this.combine = source.combine;
	 this.reflectivity = source.reflectivity;
	 this.refractionRatio = source.refractionRatio;
 
	 this.fog = source.fog;
 
	 this.wireframe = source.wireframe;
	 this.wireframeLinewidth = source.wireframeLinewidth;
	 this.wireframeLinecap = source.wireframeLinecap;
	 this.wireframeLinejoin = source.wireframeLinejoin;
 
	 this.vertexColors = source.vertexColors;
 
	 this.skinning = source.skinning;
	 this.morphTargets = source.morphTargets;
	 this.morphNormals = source.morphNormals;
 
	 return this;
 
 };
 
 // File:src/materials/MeshPhongMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  color: <hex>,
	*  emissive: <hex>,
	*  specular: <hex>,
	*  shininess: <float>,
	*  opacity: <float>,
	*
	*  map: new THREE.Texture( <Image> ),
	*
	*  lightMap: new THREE.Texture( <Image> ),
	*  lightMapIntensity: <float>
	*
	*  aoMap: new THREE.Texture( <Image> ),
	*  aoMapIntensity: <float>
	*
	*  emissiveMap: new THREE.Texture( <Image> ),
	*
	*  bumpMap: new THREE.Texture( <Image> ),
	*  bumpScale: <float>,
	*
	*  normalMap: new THREE.Texture( <Image> ),
	*  normalScale: <Vector2>,
	*
	*  displacementMap: new THREE.Texture( <Image> ),
	*  displacementScale: <float>,
	*  displacementBias: <float>,
	*
	*  specularMap: new THREE.Texture( <Image> ),
	*
	*  alphaMap: new THREE.Texture( <Image> ),
	*
	*  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	*  combine: THREE.Multiply,
	*  reflectivity: <float>,
	*  refractionRatio: <float>,
	*
	*  shading: THREE.SmoothShading,
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  wireframe: <boolean>,
	*  wireframeLinewidth: <float>,
	*
	*  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
	*
	*  skinning: <bool>,
	*  morphTargets: <bool>,
	*  morphNormals: <bool>,
	*
	*	fog: <bool>
	* }
	*/
 
 THREE.MeshPhongMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'MeshPhongMaterial';
 
	 this.color = new THREE.Color( 0xffffff ); // diffuse
	 this.emissive = new THREE.Color( 0x000000 );
	 this.specular = new THREE.Color( 0x111111 );
	 this.shininess = 30;
 
	 this.metal = false;
 
	 this.map = null;
 
	 this.lightMap = null;
	 this.lightMapIntensity = 1.0;
 
	 this.aoMap = null;
	 this.aoMapIntensity = 1.0;
 
	 this.emissiveMap = null;
 
	 this.bumpMap = null;
	 this.bumpScale = 1;
 
	 this.normalMap = null;
	 this.normalScale = new THREE.Vector2( 1, 1 );
 
	 this.displacementMap = null;
	 this.displacementScale = 1;
	 this.displacementBias = 0;
 
	 this.specularMap = null;
 
	 this.alphaMap = null;
 
	 this.envMap = null;
	 this.combine = THREE.MultiplyOperation;
	 this.reflectivity = 1;
	 this.refractionRatio = 0.98;
 
	 this.fog = true;
 
	 this.shading = THREE.SmoothShading;
 
	 this.wireframe = false;
	 this.wireframeLinewidth = 1;
	 this.wireframeLinecap = 'round';
	 this.wireframeLinejoin = 'round';
 
	 this.vertexColors = THREE.NoColors;
 
	 this.skinning = false;
	 this.morphTargets = false;
	 this.morphNormals = false;
 
	 this.setValues( parameters );
 
 };
 
 THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
 
 THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
	 this.emissive.copy( source.emissive );
	 this.specular.copy( source.specular );
	 this.shininess = source.shininess;
 
	 this.metal = source.metal;
 
	 this.map = source.map;
 
	 this.lightMap = source.lightMap;
	 this.lightMapIntensity = source.lightMapIntensity;
 
	 this.aoMap = source.aoMap;
	 this.aoMapIntensity = source.aoMapIntensity;
 
	 this.emissiveMap = source.emissiveMap;
 
	 this.bumpMap = source.bumpMap;
	 this.bumpScale = source.bumpScale;
 
	 this.normalMap = source.normalMap;
	 this.normalScale.copy( source.normalScale );
 
	 this.displacementMap = source.displacementMap;
	 this.displacementScale = source.displacementScale;
	 this.displacementBias = source.displacementBias;
 
	 this.specularMap = source.specularMap;
 
	 this.alphaMap = source.alphaMap;
 
	 this.envMap = source.envMap;
	 this.combine = source.combine;
	 this.reflectivity = source.reflectivity;
	 this.refractionRatio = source.refractionRatio;
 
	 this.fog = source.fog;
 
	 this.shading = source.shading;
 
	 this.wireframe = source.wireframe;
	 this.wireframeLinewidth = source.wireframeLinewidth;
	 this.wireframeLinecap = source.wireframeLinecap;
	 this.wireframeLinejoin = source.wireframeLinejoin;
 
	 this.vertexColors = source.vertexColors;
 
	 this.skinning = source.skinning;
	 this.morphTargets = source.morphTargets;
	 this.morphNormals = source.morphNormals;
 
	 return this;
 
 };
 
 // File:src/materials/MeshDepthMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  opacity: <float>,
	*
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  wireframe: <boolean>,
	*  wireframeLinewidth: <float>
	* }
	*/
 
 THREE.MeshDepthMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'MeshDepthMaterial';
 
	 this.morphTargets = false;
	 this.wireframe = false;
	 this.wireframeLinewidth = 1;
 
	 this.setValues( parameters );
 
 };
 
 THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
 
 THREE.MeshDepthMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.wireframe = source.wireframe;
	 this.wireframeLinewidth = source.wireframeLinewidth;
 
	 return this;
 
 };
 
 // File:src/materials/MeshNormalMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*
	* parameters = {
	*  opacity: <float>,
	*
	*  shading: THREE.FlatShading,
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  wireframe: <boolean>,
	*  wireframeLinewidth: <float>
	* }
	*/
 
 THREE.MeshNormalMaterial = function ( parameters ) {
 
	 THREE.Material.call( this, parameters );
 
	 this.type = 'MeshNormalMaterial';
 
	 this.wireframe = false;
	 this.wireframeLinewidth = 1;
 
	 this.morphTargets = false;
 
	 this.setValues( parameters );
 
 };
 
 THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
 
 THREE.MeshNormalMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.wireframe = source.wireframe;
	 this.wireframeLinewidth = source.wireframeLinewidth;
 
	 return this;
 
 };
 
 // File:src/materials/MultiMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.MultiMaterial = function ( materials ) {
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.type = 'MultiMaterial';
 
	 this.materials = materials instanceof Array ? materials : [];
 
	 this.visible = true;
 
 };
 
 THREE.MultiMaterial.prototype = {
 
	 constructor: THREE.MultiMaterial,
 
	 toJSON: function () {
 
		 var output = {
			 metadata: {
				 version: 4.2,
				 type: 'material',
				 generator: 'MaterialExporter'
			 },
			 uuid: this.uuid,
			 type: this.type,
			 materials: []
		 };
 
		 for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
 
			 output.materials.push( this.materials[ i ].toJSON() );
 
		 }
 
		 output.visible = this.visible;
 
		 return output;
 
	 },
 
	 clone: function () {
 
		 var material = new this.constructor();
 
		 for ( var i = 0; i < this.materials.length; i ++ ) {
 
			 material.materials.push( this.materials[ i ].clone() );
 
		 }
 
		 material.visible = this.visible;
 
		 return material;
 
	 }
 
 };
 
 // backwards compatibility
 
 THREE.MeshFaceMaterial = THREE.MultiMaterial;
 
 // File:src/materials/PointsMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  color: <hex>,
	*  opacity: <float>,
	*  map: new THREE.Texture( <Image> ),
	*
	*  size: <float>,
	*  sizeAttenuation: <bool>,
	*
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  vertexColors: <bool>,
	*
	*  fog: <bool>
	* }
	*/
 
 THREE.PointsMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'PointsMaterial';
 
	 this.color = new THREE.Color( 0xffffff );
 
	 this.map = null;
 
	 this.size = 1;
	 this.sizeAttenuation = true;
 
	 this.vertexColors = THREE.NoColors;
 
	 this.fog = true;
 
	 this.setValues( parameters );
 
 };
 
 THREE.PointsMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial;
 
 THREE.PointsMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
 
	 this.map = source.map;
 
	 this.size = source.size;
	 this.sizeAttenuation = source.sizeAttenuation;
 
	 this.vertexColors = source.vertexColors;
 
	 this.fog = source.fog;
 
	 return this;
 
 };
 
 // backwards compatibility
 
 THREE.PointCloudMaterial = function ( parameters ) {
 
	 console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
	 return new THREE.PointsMaterial( parameters );
 
 };
 
 THREE.ParticleBasicMaterial = function ( parameters ) {
 
	 console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
	 return new THREE.PointsMaterial( parameters );
 
 };
 
 THREE.ParticleSystemMaterial = function ( parameters ) {
 
	 console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
	 return new THREE.PointsMaterial( parameters );
 
 };
 
 // File:src/materials/ShaderMaterial.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  defines: { "label" : "value" },
	*  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
	*
	*  fragmentShader: <string>,
	*  vertexShader: <string>,
	*
	*  shading: THREE.SmoothShading,
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*  wireframe: <boolean>,
	*  wireframeLinewidth: <float>,
	*
	*  lights: <bool>,
	*
	*  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
	*
	*  skinning: <bool>,
	*  morphTargets: <bool>,
	*  morphNormals: <bool>,
	*
	*	fog: <bool>
	* }
	*/
 
 THREE.ShaderMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'ShaderMaterial';
 
	 this.defines = {};
	 this.uniforms = {};
 
	 this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
	 this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
 
	 this.shading = THREE.SmoothShading;
 
	 this.linewidth = 1;
 
	 this.wireframe = false;
	 this.wireframeLinewidth = 1;
 
	 this.fog = false; // set to use scene fog
 
	 this.lights = false; // set to use scene lights
 
	 this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
 
	 this.skinning = false; // set to use skinning attribute streams
 
	 this.morphTargets = false; // set to use morph targets
	 this.morphNormals = false; // set to use morph normals
 
	 this.derivatives = false; // set to use derivatives
 
	 // When rendered geometry doesn't include these attributes but the material does,
	 // use these default values in WebGL. This avoids errors when buffer data is missing.
	 this.defaultAttributeValues = {
		 'color': [ 1, 1, 1 ],
		 'uv': [ 0, 0 ],
		 'uv2': [ 0, 0 ]
	 };
 
	 this.index0AttributeName = undefined;
 
	 if ( parameters !== undefined ) {
 
		 if ( parameters.attributes !== undefined ) {
 
			 console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
 
		 }
 
		 this.setValues( parameters );
 
	 }
 
 };
 
 THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
 
 THREE.ShaderMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.fragmentShader = source.fragmentShader;
	 this.vertexShader = source.vertexShader;
 
	 this.uniforms = THREE.UniformsUtils.clone( source.uniforms );
 
	 this.attributes = source.attributes;
	 this.defines = source.defines;
 
	 this.shading = source.shading;
 
	 this.wireframe = source.wireframe;
	 this.wireframeLinewidth = source.wireframeLinewidth;
 
	 this.fog = source.fog;
 
	 this.lights = source.lights;
 
	 this.vertexColors = source.vertexColors;
 
	 this.skinning = source.skinning;
 
	 this.morphTargets = source.morphTargets;
	 this.morphNormals = source.morphNormals;
 
	 this.derivatives = source.derivatives;
 
	 return this;
 
 };
 
 THREE.ShaderMaterial.prototype.toJSON = function ( meta ) {
 
	 var data = THREE.Material.prototype.toJSON.call( this, meta );
 
	 data.uniforms = this.uniforms;
	 data.attributes = this.attributes;
	 data.vertexShader = this.vertexShader;
	 data.fragmentShader = this.fragmentShader;
 
	 return data;
 
 };
 
 // File:src/materials/RawShaderMaterial.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.RawShaderMaterial = function ( parameters ) {
 
	 THREE.ShaderMaterial.call( this, parameters );
 
	 this.type = 'RawShaderMaterial';
 
 };
 
 THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
 THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
 // File:src/materials/SpriteMaterial.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*
	* parameters = {
	*  color: <hex>,
	*  opacity: <float>,
	*  map: new THREE.Texture( <Image> ),
	*
	*  blending: THREE.NormalBlending,
	*  depthTest: <bool>,
	*  depthWrite: <bool>,
	*
	*	uvOffset: new THREE.Vector2(),
	*	uvScale: new THREE.Vector2(),
	*
	*  fog: <bool>
	* }
	*/
 
 THREE.SpriteMaterial = function ( parameters ) {
 
	 THREE.Material.call( this );
 
	 this.type = 'SpriteMaterial';
 
	 this.color = new THREE.Color( 0xffffff );
	 this.map = null;
 
	 this.rotation = 0;
 
	 this.fog = false;
 
	 // set parameters
 
	 this.setValues( parameters );
 
 };
 
 THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
 THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
 
 THREE.SpriteMaterial.prototype.copy = function ( source ) {
 
	 THREE.Material.prototype.copy.call( this, source );
 
	 this.color.copy( source.color );
	 this.map = source.map;
 
	 this.rotation = source.rotation;
 
	 this.fog = source.fog;
 
	 return this;
 
 };
 
 // File:src/textures/Texture.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	* @author szimek / https://github.com/szimek/
	*/
 
 THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
 
	 Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.name = '';
	 this.sourceFile = '';
 
	 this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
	 this.mipmaps = [];
 
	 this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
 
	 this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
	 this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
 
	 this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
	 this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
 
	 this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
 
	 this.format = format !== undefined ? format : THREE.RGBAFormat;
	 this.type = type !== undefined ? type : THREE.UnsignedByteType;
 
	 this.offset = new THREE.Vector2( 0, 0 );
	 this.repeat = new THREE.Vector2( 1, 1 );
 
	 this.generateMipmaps = true;
	 this.premultiplyAlpha = false;
	 this.flipY = true;
	 this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
 
	 this.version = 0;
	 this.onUpdate = null;
 
 };
 
 THREE.Texture.DEFAULT_IMAGE = undefined;
 THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
 
 THREE.Texture.prototype = {
 
	 constructor: THREE.Texture,
 
	 set needsUpdate ( value ) {
 
		 if ( value === true ) this.version ++;
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( source ) {
 
		 this.image = source.image;
		 this.mipmaps = source.mipmaps.slice( 0 );
 
		 this.mapping = source.mapping;
 
		 this.wrapS = source.wrapS;
		 this.wrapT = source.wrapT;
 
		 this.magFilter = source.magFilter;
		 this.minFilter = source.minFilter;
 
		 this.anisotropy = source.anisotropy;
 
		 this.format = source.format;
		 this.type = source.type;
 
		 this.offset.copy( source.offset );
		 this.repeat.copy( source.repeat );
 
		 this.generateMipmaps = source.generateMipmaps;
		 this.premultiplyAlpha = source.premultiplyAlpha;
		 this.flipY = source.flipY;
		 this.unpackAlignment = source.unpackAlignment;
 
		 return this;
 
	 },
 
	 toJSON: function ( meta ) {
 
		 if ( meta.textures[ this.uuid ] !== undefined ) {
 
			 return meta.textures[ this.uuid ];
 
		 }
 
		 function getDataURL( image ) {
 
			 var canvas;
 
			 if ( image.toDataURL !== undefined ) {
 
				 canvas = image;
 
			 } else {
 
				 canvas = document.createElement( 'canvas' );
				 canvas.width = image.width;
				 canvas.height = image.height;
 
				 canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
 
			 }
 
			 if ( canvas.width > 2048 || canvas.height > 2048 ) {
 
				 return canvas.toDataURL( 'image/jpeg', 0.6 );
 
			 } else {
 
				 return canvas.toDataURL( 'image/png' );
 
			 }
 
		 }
 
		 var output = {
			 metadata: {
				 version: 4.4,
				 type: 'Texture',
				 generator: 'Texture.toJSON'
			 },
 
			 uuid: this.uuid,
			 name: this.name,
 
			 mapping: this.mapping,
 
			 repeat: [ this.repeat.x, this.repeat.y ],
			 offset: [ this.offset.x, this.offset.y ],
			 wrap: [ this.wrapS, this.wrapT ],
 
			 minFilter: this.minFilter,
			 magFilter: this.magFilter,
			 anisotropy: this.anisotropy
		 };
 
		 if ( this.image !== undefined ) {
 
			 // TODO: Move to THREE.Image
 
			 var image = this.image;
 
			 if ( image.uuid === undefined ) {
 
				 image.uuid = THREE.Math.generateUUID(); // UGH
 
			 }
 
			 if ( meta.images[ image.uuid ] === undefined ) {
 
				 meta.images[ image.uuid ] = {
					 uuid: image.uuid,
					 url: getDataURL( image )
				 };
 
			 }
 
			 output.image = image.uuid;
 
		 }
 
		 meta.textures[ this.uuid ] = output;
 
		 return output;
 
	 },
 
	 dispose: function () {
 
		 this.dispatchEvent( { type: 'dispose' } );
 
	 },
 
	 transformUv: function ( uv ) {
 
		 if ( this.mapping !== THREE.UVMapping )  return;
 
		 uv.multiply( this.repeat );
		 uv.add( this.offset );
 
		 if ( uv.x < 0 || uv.x > 1 ) {
 
			 switch ( this.wrapS ) {
 
				 case THREE.RepeatWrapping:
 
					 uv.x = uv.x - Math.floor( uv.x );
					 break;
 
				 case THREE.ClampToEdgeWrapping:
 
					 uv.x = uv.x < 0 ? 0 : 1;
					 break;
 
				 case THREE.MirroredRepeatWrapping:
 
					 if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
 
						 uv.x = Math.ceil( uv.x ) - uv.x;
 
					 } else {
 
						 uv.x = uv.x - Math.floor( uv.x );
 
					 }
					 break;
 
			 }
 
		 }
 
		 if ( uv.y < 0 || uv.y > 1 ) {
 
			 switch ( this.wrapT ) {
 
				 case THREE.RepeatWrapping:
 
					 uv.y = uv.y - Math.floor( uv.y );
					 break;
 
				 case THREE.ClampToEdgeWrapping:
 
					 uv.y = uv.y < 0 ? 0 : 1;
					 break;
 
				 case THREE.MirroredRepeatWrapping:
 
					 if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
 
						 uv.y = Math.ceil( uv.y ) - uv.y;
 
					 } else {
 
						 uv.y = uv.y - Math.floor( uv.y );
 
					 }
					 break;
 
			 }
 
		 }
 
		 if ( this.flipY ) {
 
			 uv.y = 1 - uv.y;
 
		 }
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
 
 THREE.TextureIdCount = 0;
 
 // File:src/textures/CanvasTexture.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
 
	 THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 
	 this.needsUpdate = true;
 
 };
 
 THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype );
 THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture;
 
 // File:src/textures/CubeTexture.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
 
	 mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
 
	 THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 
	 this.images = images;
	 this.flipY = false;
 
 };
 
 THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
 THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
 
 THREE.CubeTexture.prototype.copy = function ( source ) {
 
	 THREE.Texture.prototype.copy.call( this, source );
	 
	 this.images = source.images;
	 
	 return this;
 
 };
 // File:src/textures/CompressedTexture.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
 
	 THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 
	 this.image = { width: width, height: height };
	 this.mipmaps = mipmaps;
 
	 // no flipping for cube textures
	 // (also flipping doesn't work for compressed textures )
 
	 this.flipY = false;
 
	 // can't generate mipmaps for compressed textures
	 // mips must be embedded in DDS files
 
	 this.generateMipmaps = false;
 
 };
 
 THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
 THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
 
 // File:src/textures/DataTexture.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
 
	 THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 
	 this.image = { data: data, width: width, height: height };
 
	 this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter;
	 this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter;
	 
	 this.flipY = false;
	 this.generateMipmaps  = false;
 
 };
 
 THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
 THREE.DataTexture.prototype.constructor = THREE.DataTexture;
 
 // File:src/textures/VideoTexture.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
 
	 THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 
	 this.generateMipmaps = false;
 
	 var scope = this;
 
	 function update() {
 
		 requestAnimationFrame( update );
 
		 if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
 
			 scope.needsUpdate = true;
 
		 }
 
	 }
 
	 update();
 
 };
 
 THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
 THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
 
 // File:src/objects/Group.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Group = function () {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Group';
 
 };
 
 THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Group.prototype.constructor = THREE.Group;
 // File:src/objects/Points.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Points = function ( geometry, material ) {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Points';
 
	 this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
	 this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } );
 
 };
 
 THREE.Points.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Points.prototype.constructor = THREE.Points;
 
 THREE.Points.prototype.raycast = ( function () {
 
	 var inverseMatrix = new THREE.Matrix4();
	 var ray = new THREE.Ray();
 
	 return function raycast( raycaster, intersects ) {
 
		 var object = this;
		 var geometry = object.geometry;
		 var threshold = raycaster.params.Points.threshold;
 
		 inverseMatrix.getInverse( this.matrixWorld );
		 ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 
		 if ( geometry.boundingBox !== null ) {
 
			 if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
 
				 return;
 
			 }
 
		 }
 
		 var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
		 var localThresholdSq = localThreshold * localThreshold;
		 var position = new THREE.Vector3();
 
		 function testPoint( point, index ) {
 
			 var rayPointDistanceSq = ray.distanceSqToPoint( point );
 
			 if ( rayPointDistanceSq < localThresholdSq ) {
 
				 var intersectPoint = ray.closestPointToPoint( point );
				 intersectPoint.applyMatrix4( object.matrixWorld );
 
				 var distance = raycaster.ray.origin.distanceTo( intersectPoint );
 
				 if ( distance < raycaster.near || distance > raycaster.far ) return;
 
				 intersects.push( {
 
					 distance: distance,
					 distanceToRay: Math.sqrt( rayPointDistanceSq ),
					 point: intersectPoint.clone(),
					 index: index,
					 face: null,
					 object: object
 
				 } );
 
			 }
 
		 }
 
		 if ( geometry instanceof THREE.BufferGeometry ) {
 
			 var index = geometry.index;
			 var attributes = geometry.attributes;
			 var positions = attributes.position.array;
 
			 if ( index !== null ) {
 
				 var indices = index.array;
 
				 for ( var i = 0, il = indices.length; i < il; i ++ ) {
 
					 var a = indices[ i ];
 
					 position.fromArray( positions, a * 3 );
 
					 testPoint( position, a );
 
				 }
 
			 } else {
 
				 for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
 
					 position.fromArray( positions, i * 3 );
 
					 testPoint( position, i );
 
				 }
 
			 }
 
		 } else {
 
			 var vertices = geometry.vertices;
 
			 for ( var i = 0, l = vertices.length; i < l; i ++ ) {
 
				 testPoint( vertices[ i ], i );
 
			 }
 
		 }
 
	 };
 
 }() );
 
 THREE.Points.prototype.clone = function () {
 
	 return new this.constructor( this.geometry, this.material ).copy( this );
 
 };
 
 // Backwards compatibility
 
 THREE.PointCloud = function ( geometry, material ) {
 
	 console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
	 return new THREE.Points( geometry, material );
 
 };
 
 THREE.ParticleSystem = function ( geometry, material ) {
 
	 console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
	 return new THREE.Points( geometry, material );
 
 };
 
 // File:src/objects/Line.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Line = function ( geometry, material, mode ) {
 
	 if ( mode === 1 ) {
 
		 console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
		 return new THREE.LineSegments( geometry, material );
 
	 }
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Line';
 
	 this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
	 this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
 
 };
 
 THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Line.prototype.constructor = THREE.Line;
 
 THREE.Line.prototype.raycast = ( function () {
 
	 var inverseMatrix = new THREE.Matrix4();
	 var ray = new THREE.Ray();
	 var sphere = new THREE.Sphere();
 
	 return function raycast( raycaster, intersects ) {
 
		 var precision = raycaster.linePrecision;
		 var precisionSq = precision * precision;
 
		 var geometry = this.geometry;
 
		 if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 
		 // Checking boundingSphere distance to ray
 
		 sphere.copy( geometry.boundingSphere );
		 sphere.applyMatrix4( this.matrixWorld );
 
		 if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
 
			 return;
 
		 }
 
		 inverseMatrix.getInverse( this.matrixWorld );
		 ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 
		 var vStart = new THREE.Vector3();
		 var vEnd = new THREE.Vector3();
		 var interSegment = new THREE.Vector3();
		 var interRay = new THREE.Vector3();
		 var step = this instanceof THREE.LineSegments ? 2 : 1;
 
		 if ( geometry instanceof THREE.BufferGeometry ) {
 
			 var index = geometry.index;
			 var attributes = geometry.attributes;
 
			 if ( index !== null ) {
 
				 var indices = index.array;
				 var positions = attributes.position.array;
 
				 for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
 
					 var a = indices[ i ];
					 var b = indices[ i + 1 ];
 
					 vStart.fromArray( positions, a * 3 );
					 vEnd.fromArray( positions, b * 3 );
 
					 var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
 
					 if ( distSq > precisionSq ) continue;
 
					 interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
 
					 var distance = raycaster.ray.origin.distanceTo( interRay );
 
					 if ( distance < raycaster.near || distance > raycaster.far ) continue;
 
					 intersects.push( {
 
						 distance: distance,
						 // What do we want? intersection point on the ray or on the segment??
						 // point: raycaster.ray.at( distance ),
						 point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						 index: i,
						 face: null,
						 faceIndex: null,
						 object: this
 
					 } );
 
				 }
 
			 } else {
 
				 var positions = attributes.position.array;
 
				 for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
 
					 vStart.fromArray( positions, 3 * i );
					 vEnd.fromArray( positions, 3 * i + 3 );
 
					 var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
 
					 if ( distSq > precisionSq ) continue;
 
					 interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
 
					 var distance = raycaster.ray.origin.distanceTo( interRay );
 
					 if ( distance < raycaster.near || distance > raycaster.far ) continue;
 
					 intersects.push( {
 
						 distance: distance,
						 // What do we want? intersection point on the ray or on the segment??
						 // point: raycaster.ray.at( distance ),
						 point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						 index: i,
						 face: null,
						 faceIndex: null,
						 object: this
 
					 } );
 
				 }
 
			 }
 
		 } else if ( geometry instanceof THREE.Geometry ) {
 
			 var vertices = geometry.vertices;
			 var nbVertices = vertices.length;
 
			 for ( var i = 0; i < nbVertices - 1; i += step ) {
 
				 var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
 
				 if ( distSq > precisionSq ) continue;
 
				 interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
 
				 var distance = raycaster.ray.origin.distanceTo( interRay );
 
				 if ( distance < raycaster.near || distance > raycaster.far ) continue;
 
				 intersects.push( {
 
					 distance: distance,
					 // What do we want? intersection point on the ray or on the segment??
					 // point: raycaster.ray.at( distance ),
					 point: interSegment.clone().applyMatrix4( this.matrixWorld ),
					 index: i,
					 face: null,
					 faceIndex: null,
					 object: this
 
				 } );
 
			 }
 
		 }
 
	 };
 
 }() );
 
 THREE.Line.prototype.clone = function () {
 
	 return new this.constructor( this.geometry, this.material ).copy( this );
 
 };
 
 // DEPRECATED
 
 THREE.LineStrip = 0;
 THREE.LinePieces = 1;
 
 // File:src/objects/LineSegments.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.LineSegments = function ( geometry, material ) {
 
	 THREE.Line.call( this, geometry, material );
 
	 this.type = 'LineSegments';
 
 };
 
 THREE.LineSegments.prototype = Object.create( THREE.Line.prototype );
 THREE.LineSegments.prototype.constructor = THREE.LineSegments;
 
 // File:src/objects/Mesh.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	* @author mikael emtinger / http://gomo.se/
	* @author jonobr1 / http://jonobr1.com/
	*/
 
 THREE.Mesh = function ( geometry, material ) {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Mesh';
 
	 this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
	 this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
 
	 this.updateMorphTargets();
 
 };
 
 THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Mesh.prototype.constructor = THREE.Mesh;
 
 THREE.Mesh.prototype.updateMorphTargets = function () {
 
	 if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
 
		 this.morphTargetBase = - 1;
		 this.morphTargetInfluences = [];
		 this.morphTargetDictionary = {};
 
		 for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
 
			 this.morphTargetInfluences.push( 0 );
			 this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
 
		 }
 
	 }
 
 };
 
 THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
 
	 if ( this.morphTargetDictionary[ name ] !== undefined ) {
 
		 return this.morphTargetDictionary[ name ];
 
	 }
 
	 console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
 
	 return 0;
 
 };
 
 
 THREE.Mesh.prototype.raycast = ( function () {
 
	 var inverseMatrix = new THREE.Matrix4();
	 var ray = new THREE.Ray();
	 var sphere = new THREE.Sphere();
 
	 var vA = new THREE.Vector3();
	 var vB = new THREE.Vector3();
	 var vC = new THREE.Vector3();
 
	 var tempA = new THREE.Vector3();
	 var tempB = new THREE.Vector3();
	 var tempC = new THREE.Vector3();
 
	 var uvA = new THREE.Vector2();
	 var uvB = new THREE.Vector2();
	 var uvC = new THREE.Vector2();
 
	 var barycoord = new THREE.Vector3();
 
	 var intersectionPoint = new THREE.Vector3();
	 var intersectionPointWorld = new THREE.Vector3();
 
	 function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
 
		 THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
 
		 uv1.multiplyScalar( barycoord.x );
		 uv2.multiplyScalar( barycoord.y );
		 uv3.multiplyScalar( barycoord.z );
 
		 uv1.add( uv2 ).add( uv3 );
 
		 return uv1.clone();
 
	 }
 
	 function checkIntersection( object, raycaster, ray, pA, pB, pC, point ){
 
		 var intersect;
		 var material = object.material;
 
		 if ( material.side === THREE.BackSide ) {
 
			 intersect = ray.intersectTriangle( pC, pB, pA, true, point );
 
		 } else {
 
			 intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point );
 
		 }
 
		 if ( intersect === null ) return null;
 
		 intersectionPointWorld.copy( point );
		 intersectionPointWorld.applyMatrix4( object.matrixWorld );
 
		 var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
 
		 if ( distance < raycaster.near || distance > raycaster.far ) return null;
 
		 return {
			 distance: distance,
			 point: intersectionPointWorld.clone(),
			 object: object
		 };
 
	 }
 
	 function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) {
 
		 vA.fromArray( positions, a * 3 );
		 vB.fromArray( positions, b * 3 );
		 vC.fromArray( positions, c * 3 );
 
		 var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
 
		 if ( intersection ) {
 
			 if ( uvs ) {
 
				 uvA.fromArray( uvs, a * 2 );
				 uvB.fromArray( uvs, b * 2 );
				 uvC.fromArray( uvs, c * 2 );
 
				 intersection.uv = uvIntersection( intersectionPoint,  vA, vB, vC,  uvA, uvB, uvC );
 
			 }
 
			 intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) );
			 intersection.faceIndex = a;
 
		 }
 
		 return intersection;
 
	 }
 
	 return function raycast( raycaster, intersects ) {
 
		 var geometry = this.geometry;
		 var material = this.material;
 
		 if ( material === undefined ) return;
 
		 // Checking boundingSphere distance to ray
 
		 if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 
		 var matrixWorld = this.matrixWorld;
 
		 sphere.copy( geometry.boundingSphere );
		 sphere.applyMatrix4( matrixWorld );
 
		 if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) return;
 
		 // Check boundingBox before continuing
 
		 inverseMatrix.getInverse( matrixWorld );
		 ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 
		 if ( geometry.boundingBox !== null ) {
 
			 if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) return;
 
		 }
 
		 var uvs, intersection;
 
		 if ( geometry instanceof THREE.BufferGeometry ) {
 
			 var a, b, c;
			 var index = geometry.index;
			 var attributes = geometry.attributes;
			 var positions = attributes.position.array;
 
			 if ( attributes.uv !== undefined ){
 
				 uvs = attributes.uv.array;
 
			 }
 
			 if ( index !== null ) {
 
				 var indices = index.array;
 
				 for ( var i = 0, l = indices.length; i < l; i += 3 ) {
 
					 a = indices[ i ];
					 b = indices[ i + 1 ];
					 c = indices[ i + 2 ];
 
					 intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
 
					 if ( intersection ) {
 
						 intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
						 intersects.push( intersection );
 
					 }
 
				 }
 
			 } else {
 
 
				 for ( var i = 0, l = positions.length; i < l; i += 9 ) {
 
					 a = i / 3;
					 b = a + 1;
					 c = a + 2;
 
					 intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
 
					 if ( intersection ) {
 
						 intersection.index = a; // triangle number in positions buffer semantics
						 intersects.push( intersection );
 
					 }
 
				 }
 
			 }
 
		 } else if ( geometry instanceof THREE.Geometry ) {
 
			 var fvA, fvB, fvC;
			 var isFaceMaterial = material instanceof THREE.MeshFaceMaterial;
			 var materials = isFaceMaterial === true ? material.materials : null;
 
			 var vertices = geometry.vertices;
			 var faces = geometry.faces;
			 var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
			 if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
 
			 for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
 
				 var face = faces[ f ];
				 var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
 
				 if ( faceMaterial === undefined ) continue;
 
				 fvA = vertices[ face.a ];
				 fvB = vertices[ face.b ];
				 fvC = vertices[ face.c ];
 
				 if ( faceMaterial.morphTargets === true ) {
 
					 var morphTargets = geometry.morphTargets;
					 var morphInfluences = this.morphTargetInfluences;
 
					 vA.set( 0, 0, 0 );
					 vB.set( 0, 0, 0 );
					 vC.set( 0, 0, 0 );
 
					 for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
 
						 var influence = morphInfluences[ t ];
 
						 if ( influence === 0 ) continue;
 
						 var targets = morphTargets[ t ].vertices;
 
						 vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
						 vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
						 vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
 
					 }
 
					 vA.add( fvA );
					 vB.add( fvB );
					 vC.add( fvC );
 
					 fvA = vA;
					 fvB = vB;
					 fvC = vC;
 
				 }
 
				 intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
 
				 if ( intersection ) {
 
					 if ( uvs ) {
 
						 var uvs_f = uvs[ f ];
						 uvA.copy( uvs_f[ 0 ] );
						 uvB.copy( uvs_f[ 1 ] );
						 uvC.copy( uvs_f[ 2 ] );
 
						 intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
 
					 }
 
					 intersection.face = face;
					 intersection.faceIndex = f;
					 intersects.push( intersection );
 
				 }
 
			 }
 
		 }
 
	 };
 
 }() );
 
 THREE.Mesh.prototype.clone = function () {
 
	 return new this.constructor( this.geometry, this.material ).copy( this );
 
 };
 
 // File:src/objects/Bone.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	* @author ikerr / http://verold.com
	*/
 
 THREE.Bone = function ( skin ) {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Bone';
 
	 this.skin = skin;
 
 };
 
 THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Bone.prototype.constructor = THREE.Bone;
 
 THREE.Bone.prototype.copy = function ( source ) {
	 
	 THREE.Object3D.prototype.copy.call( this, source );
	 
	 this.skin = source.skin;
	 
	 return this;
 
 };
 
 // File:src/objects/Skeleton.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	* @author michael guerrero / http://realitymeltdown.com
	* @author ikerr / http://verold.com
	*/
 
 THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
 
	 this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
 
	 this.identityMatrix = new THREE.Matrix4();
 
	 // copy the bone array
 
	 bones = bones || [];
 
	 this.bones = bones.slice( 0 );
 
	 // create a bone texture or an array of floats
 
	 if ( this.useVertexTexture ) {
 
		 // layout (1 matrix = 4 pixels)
		 //      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
		 //  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
		 //       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
		 //       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
		 //       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
 
		 
		 var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
		 size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) );
		 size = Math.max( size, 4 );
 
		 this.boneTextureWidth = size;
		 this.boneTextureHeight = size;
 
		 this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
		 this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
 
	 } else {
 
		 this.boneMatrices = new Float32Array( 16 * this.bones.length );
 
	 }
 
	 // use the supplied bone inverses or calculate the inverses
 
	 if ( boneInverses === undefined ) {
 
		 this.calculateInverses();
 
	 } else {
 
		 if ( this.bones.length === boneInverses.length ) {
 
			 this.boneInverses = boneInverses.slice( 0 );
 
		 } else {
 
			 console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
 
			 this.boneInverses = [];
 
			 for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
 
				 this.boneInverses.push( new THREE.Matrix4() );
 
			 }
 
		 }
 
	 }
 
 };
 
 THREE.Skeleton.prototype.calculateInverses = function () {
 
	 this.boneInverses = [];
 
	 for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
 
		 var inverse = new THREE.Matrix4();
 
		 if ( this.bones[ b ] ) {
 
			 inverse.getInverse( this.bones[ b ].matrixWorld );
 
		 }
 
		 this.boneInverses.push( inverse );
 
	 }
 
 };
 
 THREE.Skeleton.prototype.pose = function () {
 
	 var bone;
 
	 // recover the bind-time world matrices
 
	 for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
 
		 bone = this.bones[ b ];
 
		 if ( bone ) {
 
			 bone.matrixWorld.getInverse( this.boneInverses[ b ] );
 
		 }
 
	 }
 
	 // compute the local matrices, positions, rotations and scales
 
	 for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
 
		 bone = this.bones[ b ];
 
		 if ( bone ) {
 
			 if ( bone.parent ) {
 
				 bone.matrix.getInverse( bone.parent.matrixWorld );
				 bone.matrix.multiply( bone.matrixWorld );
 
			 } else {
 
				 bone.matrix.copy( bone.matrixWorld );
 
			 }
 
			 bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
 
		 }
 
	 }
 
 };
 
 THREE.Skeleton.prototype.update = ( function () {
 
	 var offsetMatrix = new THREE.Matrix4();
 
	 return function update() {
 
		 // flatten bone matrices to array
 
		 for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
 
			 // compute the offset between the current and the original transform
 
			 var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
 
			 offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
			 offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
 
		 }
 
		 if ( this.useVertexTexture ) {
 
			 this.boneTexture.needsUpdate = true;
 
		 }
 
	 };
 
 } )();
 
 THREE.Skeleton.prototype.clone = function () {
 
	 return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
 
 };
 
 // File:src/objects/SkinnedMesh.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	* @author ikerr / http://verold.com
	*/
 
 THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
 
	 THREE.Mesh.call( this, geometry, material );
 
	 this.type = 'SkinnedMesh';
 
	 this.bindMode = "attached";
	 this.bindMatrix = new THREE.Matrix4();
	 this.bindMatrixInverse = new THREE.Matrix4();
 
	 // init bones
 
	 // TODO: remove bone creation as there is no reason (other than
	 // convenience) for THREE.SkinnedMesh to do this.
 
	 var bones = [];
 
	 if ( this.geometry && this.geometry.bones !== undefined ) {
 
		 var bone, gbone;
 
		 for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
 
			 gbone = this.geometry.bones[ b ];
 
			 bone = new THREE.Bone( this );
			 bones.push( bone );
 
			 bone.name = gbone.name;
			 bone.position.fromArray( gbone.pos );
			 bone.quaternion.fromArray( gbone.rotq );
			 if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
 
		 }
 
		 for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
 
			 gbone = this.geometry.bones[ b ];
 
			 if ( gbone.parent !== - 1 && gbone.parent !== null) {
 
				 bones[ gbone.parent ].add( bones[ b ] );
 
			 } else {
 
				 this.add( bones[ b ] );
 
			 }
 
		 }
 
	 }
 
	 this.normalizeSkinWeights();
 
	 this.updateMatrixWorld( true );
	 this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
 
 };
 
 
 THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
 THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
 
 THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
 
	 this.skeleton = skeleton;
 
	 if ( bindMatrix === undefined ) {
 
		 this.updateMatrixWorld( true );
		 
		 this.skeleton.calculateInverses();
 
		 bindMatrix = this.matrixWorld;
 
	 }
 
	 this.bindMatrix.copy( bindMatrix );
	 this.bindMatrixInverse.getInverse( bindMatrix );
 
 };
 
 THREE.SkinnedMesh.prototype.pose = function () {
 
	 this.skeleton.pose();
 
 };
 
 THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
 
	 if ( this.geometry instanceof THREE.Geometry ) {
 
		 for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
 
			 var sw = this.geometry.skinWeights[ i ];
 
			 var scale = 1.0 / sw.lengthManhattan();
 
			 if ( scale !== Infinity ) {
 
				 sw.multiplyScalar( scale );
 
			 } else {
 
				 sw.set( 1 ); // this will be normalized by the shader anyway
 
			 }
 
		 }
 
	 } else {
 
		 // skinning weights assumed to be normalized for THREE.BufferGeometry
 
	 }
 
 };
 
 THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
 
	 THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
 
	 if ( this.bindMode === "attached" ) {
 
		 this.bindMatrixInverse.getInverse( this.matrixWorld );
 
	 } else if ( this.bindMode === "detached" ) {
 
		 this.bindMatrixInverse.getInverse( this.bindMatrix );
 
	 } else {
 
		 console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
 
	 }
 
 };
 
 THREE.SkinnedMesh.prototype.clone = function() {
 
	 return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this );
 
 };
 
 // File:src/objects/LOD.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.LOD = function () {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'LOD';
 
	 Object.defineProperties( this, {
		 levels: {
			 enumerable: true,
			 value: []
		 },
		 objects: {
			 get: function () {
 
				 console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
				 return this.levels;
 
			 }
		 }
	 } );
 
 };
 
 
 THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
 THREE.LOD.prototype.constructor = THREE.LOD;
 
 THREE.LOD.prototype.addLevel = function ( object, distance ) {
 
	 if ( distance === undefined ) distance = 0;
 
	 distance = Math.abs( distance );
 
	 var levels = this.levels;
 
	 for ( var l = 0; l < levels.length; l ++ ) {
 
		 if ( distance < levels[ l ].distance ) {
 
			 break;
 
		 }
 
	 }
 
	 levels.splice( l, 0, { distance: distance, object: object } );
 
	 this.add( object );
 
 };
 
 THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
 
	 var levels = this.levels;
 
	 for ( var i = 1, l = levels.length; i < l; i ++ ) {
 
		 if ( distance < levels[ i ].distance ) {
 
			 break;
 
		 }
 
	 }
 
	 return levels[ i - 1 ].object;
 
 };
 
 THREE.LOD.prototype.raycast = ( function () {
 
	 var matrixPosition = new THREE.Vector3();
 
	 return function raycast( raycaster, intersects ) {
 
		 matrixPosition.setFromMatrixPosition( this.matrixWorld );
 
		 var distance = raycaster.ray.origin.distanceTo( matrixPosition );
 
		 this.getObjectForDistance( distance ).raycast( raycaster, intersects );
 
	 };
 
 }() );
 
 THREE.LOD.prototype.update = function () {
 
	 var v1 = new THREE.Vector3();
	 var v2 = new THREE.Vector3();
 
	 return function update( camera ) {
 
		 var levels = this.levels;
 
		 if ( levels.length > 1 ) {
 
			 v1.setFromMatrixPosition( camera.matrixWorld );
			 v2.setFromMatrixPosition( this.matrixWorld );
 
			 var distance = v1.distanceTo( v2 );
 
			 levels[ 0 ].object.visible = true;
 
			 for ( var i = 1, l = levels.length; i < l; i ++ ) {
 
				 if ( distance >= levels[ i ].distance ) {
 
					 levels[ i - 1 ].object.visible = false;
					 levels[ i ].object.visible = true;
 
				 } else {
 
					 break;
 
				 }
 
			 }
 
			 for ( ; i < l; i ++ ) {
 
				 levels[ i ].object.visible = false;
 
			 }
 
		 }
 
	 };
 
 }();
 
 THREE.LOD.prototype.copy = function ( source ) {
 
	 THREE.Object3D.prototype.copy.call( this, source, false );
 
	 var levels = source.levels;
 
	 for ( var i = 0, l = levels.length; i < l; i ++ ) {
 
		 var level = levels[ i ];
 
		 this.addLevel( level.object.clone(), level.distance );
 
	 }
 
	 return this;
 
 };
 
 THREE.LOD.prototype.toJSON = function ( meta ) {
 
	 var data = THREE.Object3D.prototype.toJSON.call( this, meta );
 
	 data.object.levels = [];
 
	 var levels = this.levels;
 
	 for ( var i = 0, l = levels.length; i < l; i ++ ) {
 
		 var level = levels[ i ];
 
		 data.object.levels.push( {
			 object: level.object.uuid,
			 distance: level.distance
		 } );
 
	 }
 
	 return data;
 
 };
 
 // File:src/objects/Sprite.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Sprite = ( function () {
 
	 var indices = new Uint16Array( [ 0, 1, 2,  0, 2, 3 ] );
	 var vertices = new Float32Array( [ - 0.5, - 0.5, 0,   0.5, - 0.5, 0,   0.5, 0.5, 0,   - 0.5, 0.5, 0 ] );
	 var uvs = new Float32Array( [ 0, 0,   1, 0,   1, 1,   0, 1 ] );
 
	 var geometry = new THREE.BufferGeometry();
	 geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
	 geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
	 geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
 
	 return function Sprite( material ) {
 
		 THREE.Object3D.call( this );
 
		 this.type = 'Sprite';
 
		 this.geometry = geometry;
		 this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
 
	 };
 
 } )();
 
 THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Sprite.prototype.constructor = THREE.Sprite;
 
 THREE.Sprite.prototype.raycast = ( function () {
 
	 var matrixPosition = new THREE.Vector3();
 
	 return function raycast( raycaster, intersects ) {
 
		 matrixPosition.setFromMatrixPosition( this.matrixWorld );
 
		 var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
		 var guessSizeSq = this.scale.x * this.scale.y;
 
		 if ( distanceSq > guessSizeSq ) {
 
			 return;
 
		 }
 
		 intersects.push( {
 
			 distance: Math.sqrt( distanceSq ),
			 point: this.position,
			 face: null,
			 object: this
 
		 } );
 
	 };
 
 }() );
 
 THREE.Sprite.prototype.clone = function () {
 
	 return new this.constructor( this.material ).copy( this );
 
 };
 
 // Backwards compatibility
 
 THREE.Particle = THREE.Sprite;
 
 // File:src/objects/LensFlare.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.LensFlare = function ( texture, size, distance, blending, color ) {
 
	 THREE.Object3D.call( this );
 
	 this.lensFlares = [];
 
	 this.positionScreen = new THREE.Vector3();
	 this.customUpdateCallback = undefined;
 
	 if ( texture !== undefined ) {
 
		 this.add( texture, size, distance, blending, color );
 
	 }
 
 };
 
 THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
 THREE.LensFlare.prototype.constructor = THREE.LensFlare;
 
 
 /*
	* Add: adds another flare
	*/
 
 THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
 
	 if ( size === undefined ) size = - 1;
	 if ( distance === undefined ) distance = 0;
	 if ( opacity === undefined ) opacity = 1;
	 if ( color === undefined ) color = new THREE.Color( 0xffffff );
	 if ( blending === undefined ) blending = THREE.NormalBlending;
 
	 distance = Math.min( distance, Math.max( 0, distance ) );
 
	 this.lensFlares.push( {
		 texture: texture,	// THREE.Texture
		 size: size, 		// size in pixels (-1 = use texture.width)
		 distance: distance, 	// distance (0-1) from light source (0=at light source)
		 x: 0, y: 0, z: 0,	// screen position (-1 => 1) z = 0 is in front z = 1 is back
		 scale: 1, 		// scale
		 rotation: 0, 		// rotation
		 opacity: opacity,	// opacity
		 color: color,		// color
		 blending: blending	// blending
	 } );
 
 };
 
 /*
	* Update lens flares update positions on all flares based on the screen position
	* Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
	*/
 
 THREE.LensFlare.prototype.updateLensFlares = function () {
 
	 var f, fl = this.lensFlares.length;
	 var flare;
	 var vecX = - this.positionScreen.x * 2;
	 var vecY = - this.positionScreen.y * 2;
 
	 for ( f = 0; f < fl; f ++ ) {
 
		 flare = this.lensFlares[ f ];
 
		 flare.x = this.positionScreen.x + vecX * flare.distance;
		 flare.y = this.positionScreen.y + vecY * flare.distance;
 
		 flare.wantedRotation = flare.x * Math.PI * 0.25;
		 flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
 
	 }
 
 };
 
 THREE.LensFlare.prototype.copy = function ( source ) {
 
	 THREE.Object3D.prototype.copy.call( this, source );
 
	 this.positionScreen.copy( source.positionScreen );
	 this.customUpdateCallback = source.customUpdateCallback;
 
	 for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
 
		 this.lensFlares.push( source.lensFlares[ i ] );
 
	 }
 
	 return this;
 
 };
 
 // File:src/scenes/Scene.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Scene = function () {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Scene';
 
	 this.fog = null;
	 this.overrideMaterial = null;
 
	 this.autoUpdate = true; // checked by the renderer
 
 };
 
 THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Scene.prototype.constructor = THREE.Scene;
 
 THREE.Scene.prototype.copy = function ( source ) {
 
	 THREE.Object3D.prototype.copy.call( this, source );
 
	 if ( source.fog !== null ) this.fog = source.fog.clone();
	 if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
 
	 this.autoUpdate = source.autoUpdate;
	 this.matrixAutoUpdate = source.matrixAutoUpdate;
 
	 return this;
 
 };
 
 // File:src/scenes/Fog.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.Fog = function ( color, near, far ) {
 
	 this.name = '';
 
	 this.color = new THREE.Color( color );
 
	 this.near = ( near !== undefined ) ? near : 1;
	 this.far = ( far !== undefined ) ? far : 1000;
 
 };
 
 THREE.Fog.prototype.clone = function () {
 
	 return new THREE.Fog( this.color.getHex(), this.near, this.far );
 
 };
 
 // File:src/scenes/FogExp2.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.FogExp2 = function ( color, density ) {
 
	 this.name = '';
 
	 this.color = new THREE.Color( color );
	 this.density = ( density !== undefined ) ? density : 0.00025;
 
 };
 
 THREE.FogExp2.prototype.clone = function () {
 
	 return new THREE.FogExp2( this.color.getHex(), this.density );
 
 };
 
 // File:src/renderers/shaders/ShaderChunk.js
 
 THREE.ShaderChunk = {};
 
 // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
 
 THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n	diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n	uniform sampler2D alphaMap;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
 
 THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n	if ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl
 
 THREE.ShaderChunk[ 'aomap_fragment'] = "#ifdef USE_AOMAP\n\n	totalAmbientLight *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'aomap_pars_fragment'] = "#ifdef USE_AOMAP\n\n	uniform sampler2D aoMap;\n	uniform float aoMapIntensity;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl
 
 THREE.ShaderChunk[ 'begin_vertex'] = "\nvec3 transformed = vec3( position );\n";
 
 // File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl
 
 THREE.ShaderChunk[ 'beginnormal_vertex'] = "\nvec3 objectNormal = vec3( normal );\n";
 
 // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n	uniform sampler2D bumpMap;\n	uniform float bumpScale;\n\n\n\n	vec2 dHdxy_fwd() {\n\n		vec2 dSTdx = dFdx( vUv );\n		vec2 dSTdy = dFdy( vUv );\n\n		float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n		float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n		float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n		return vec2( dBx, dBy );\n\n	}\n\n	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n		vec3 vSigmaX = dFdx( surf_pos );\n		vec3 vSigmaY = dFdy( surf_pos );\n		vec3 vN = surf_norm;\n		vec3 R1 = cross( vSigmaY, vN );\n		vec3 R2 = cross( vN, vSigmaX );\n\n		float fDet = dot( vSigmaX, R1 );\n\n		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n		return normalize( abs( fDet ) * surf_norm - vGrad );\n\n	}\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
 
 THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n	diffuseColor.rgb *= vColor;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n	varying vec3 vColor;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n	varying vec3 vColor;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
 
 THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n	vColor.xyz = color.xyz;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/common.glsl
 
 THREE.ShaderChunk[ 'common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\n\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n\n	return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n\n}\n\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n\n	return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n	float distance = dot( planeNormal, point - pointOnPlane );\n\n	return - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n	return sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n	return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n\n	if ( decayExponent > 0.0 ) {\n\n	  return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n	}\n\n	return 1.0;\n\n}\n\nvec3 F_Schlick( in vec3 specularColor, in float dotLH ) {\n\n\n	float fresnel = exp2( ( -5.55437 * dotLH - 6.98316 ) * dotLH );\n\n	return ( 1.0 - specularColor ) * fresnel + specularColor;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {\n\n\n	return 0.25;\n\n}\n\nfloat D_BlinnPhong( in float shininess, in float dotNH ) {\n\n\n	return ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal, in vec3 lightDir, in vec3 viewDir ) {\n\n	vec3 halfDir = normalize( lightDir + viewDir );\n\n	float dotNH = saturate( dot( normal, halfDir ) );\n	float dotLH = saturate( dot( lightDir, halfDir ) );\n\n	vec3 F = F_Schlick( specularColor, dotLH );\n\n	float G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n	float D = D_BlinnPhong( shininess, dotNH );\n\n	return F * G * D;\n\n}\n\nvec3 inputToLinear( in vec3 a ) {\n\n	#ifdef GAMMA_INPUT\n\n		return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n\n	#else\n\n		return a;\n\n	#endif\n\n}\n\nvec3 linearToOutput( in vec3 a ) {\n\n	#ifdef GAMMA_OUTPUT\n\n		return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n\n	#else\n\n		return a;\n\n	#endif\n\n}\n";
 
 // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
 
 THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef FLIP_SIDED\n\n	objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
 
 // File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl
 
 THREE.ShaderChunk[ 'displacementmap_vertex'] = "#ifdef USE_DISPLACEMENTMAP\n\n	transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'displacementmap_pars_vertex'] = "#ifdef USE_DISPLACEMENTMAP\n\n	uniform sampler2D displacementMap;\n	uniform float displacementScale;\n	uniform float displacementBias;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
 
 THREE.ShaderChunk[ 'emissivemap_fragment'] = "#ifdef USE_EMISSIVEMAP\n\n	vec4 emissiveColor = texture2D( emissiveMap, vUv );\n\n	emissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n\n	totalEmissiveLight *= emissiveColor.rgb;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'emissivemap_pars_fragment'] = "#ifdef USE_EMISSIVEMAP\n\n	uniform sampler2D emissiveMap;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
 
 THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n		vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n		#ifdef ENVMAP_MODE_REFLECTION\n\n			vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n		#else\n\n			vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n		#endif\n\n	#else\n\n		vec3 reflectVec = vReflect;\n\n	#endif\n\n	#ifdef DOUBLE_SIDED\n		float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n	#else\n		float flipNormal = 1.0;\n	#endif\n\n	#ifdef ENVMAP_TYPE_CUBE\n		vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n	#elif defined( ENVMAP_TYPE_EQUIREC )\n		vec2 sampleUV;\n		sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n		sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n		vec4 envColor = texture2D( envMap, sampleUV );\n\n	#elif defined( ENVMAP_TYPE_SPHERE )\n		vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n		vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n	#endif\n\n	envColor.xyz = inputToLinear( envColor.xyz );\n\n	#ifdef ENVMAP_BLENDING_MULTIPLY\n\n		outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n	#elif defined( ENVMAP_BLENDING_MIX )\n\n		outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n	#elif defined( ENVMAP_BLENDING_ADD )\n\n		outgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n	uniform float reflectivity;\n	#ifdef ENVMAP_TYPE_CUBE\n		uniform samplerCube envMap;\n	#else\n		uniform sampler2D envMap;\n	#endif\n	uniform float flipEnvMap;\n\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n		uniform float refractionRatio;\n\n	#else\n\n		varying vec3 vReflect;\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n	varying vec3 vReflect;\n\n	uniform float refractionRatio;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
 
 THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n	vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\n	#ifdef ENVMAP_MODE_REFLECTION\n\n		vReflect = reflect( cameraToVertex, worldNormal );\n\n	#else\n\n		vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
 
 THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n	#else\n\n		float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n	#endif\n\n	#ifdef FOG_EXP2\n\n		float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n	#else\n\n		float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n	#endif\n	\n	outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n	uniform vec3 fogColor;\n\n	#ifdef FOG_EXP2\n\n		uniform float fogDensity;\n\n	#else\n\n		uniform float fogNear;\n		uniform float fogFar;\n	#endif\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/hemilight_fragment.glsl
 
 THREE.ShaderChunk[ 'hemilight_fragment'] = "#if MAX_HEMI_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n		vec3 lightDir = hemisphereLightDirection[ i ];\n\n		float dotProduct = dot( normal, lightDir );\n\n		float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n		vec3 lightColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n		totalAmbientLight += lightColor;\n\n	}\n\n#endif\n\n";
 
 // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
 
 THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n	totalAmbientLight += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n	uniform sampler2D lightMap;\n	uniform float lightMapIntensity;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "#if MAX_DIR_LIGHTS > 0\n\n	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
 
 THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n	vLightBack = vec3( 0.0 );\n\n#endif\n\nvec3 normal = normalize( transformedNormal );\n\n#if MAX_POINT_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n		vec3 lightColor = pointLightColor[ i ];\n\n		vec3 lVector = pointLightPosition[ i ] - mvPosition.xyz;\n		vec3 lightDir = normalize( lVector );\n\n\n		float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\n		float dotProduct = dot( normal, lightDir );\n\n		vLightFront += lightColor * attenuation * saturate( dotProduct );\n\n		#ifdef DOUBLE_SIDED\n\n			vLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n		#endif\n\n	}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n		vec3 lightColor = spotLightColor[ i ];\n\n		vec3 lightPosition = spotLightPosition[ i ];\n		vec3 lVector = lightPosition - mvPosition.xyz;\n		vec3 lightDir = normalize( lVector );\n\n		float spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n		if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n			spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\n			float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n			attenuation *= spotEffect;\n\n\n			float dotProduct = dot( normal, lightDir );\n\n			vLightFront += lightColor * attenuation * saturate( dotProduct );\n\n			#ifdef DOUBLE_SIDED\n\n				vLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n			#endif\n\n		}\n\n	}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n		vec3 lightColor = directionalLightColor[ i ];\n\n		vec3 lightDir = directionalLightDirection[ i ];\n\n\n		float dotProduct = dot( normal, lightDir );\n\n		vLightFront += lightColor * saturate( dotProduct );\n\n		#ifdef DOUBLE_SIDED\n\n			vLightBack += lightColor * saturate( - dotProduct );\n\n		#endif\n\n	}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n		vec3 lightDir = hemisphereLightDirection[ i ];\n\n\n		float dotProduct = dot( normal, lightDir );\n\n		float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n		vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n		#ifdef DOUBLE_SIDED\n\n			float hemiDiffuseWeightBack = - 0.5 * dotProduct + 0.5;\n\n			vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n		#endif\n\n	}\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
 
 THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 viewDir = normalize( vViewPosition );\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n		vec3 lightColor = pointLightColor[ i ];\n\n		vec3 lightPosition = pointLightPosition[ i ];\n		vec3 lVector = lightPosition + vViewPosition.xyz;\n		vec3 lightDir = normalize( lVector );\n\n\n		float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\n		float cosineTerm = saturate( dot( normal, lightDir ) );\n\n		totalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\n		vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n		totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\n	}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n		vec3 lightColor = spotLightColor[ i ];\n\n		vec3 lightPosition = spotLightPosition[ i ];\n		vec3 lVector = lightPosition + vViewPosition.xyz;\n		vec3 lightDir = normalize( lVector );\n\n		float spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n		if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n			spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\n			float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n			attenuation *= spotEffect;\n\n\n			float cosineTerm = saturate( dot( normal, lightDir ) );\n\n			totalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\n			vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n			totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n		}\n\n	}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n		vec3 lightColor = directionalLightColor[ i ];\n\n		vec3 lightDir = directionalLightDirection[ i ];\n\n\n		float cosineTerm = saturate( dot( normal, lightDir ) );\n\n		totalDiffuseLight += lightColor * cosineTerm;\n\n\n		vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n		totalSpecularLight += brdf * specularStrength * lightColor * cosineTerm;\n\n	}\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n	varying vec3 vWorldPosition;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n	varying vec3 vNormal;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n	varying vec3 vWorldPosition;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
 
 THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n	vWorldPosition = worldPosition.xyz;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
 
 THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "\n	outgoingLight = linearToOutput( outgoingLight );\n";
 
 // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
 
 THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n	gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n	uniform float logDepthBufFC;\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		varying float vFragDepth;\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		varying float vFragDepth;\n\n	#endif\n\n	uniform float logDepthBufFC;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
 
 THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n	gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n		gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n	#endif\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
 
 THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n	vec4 texelColor = texture2D( map, vUv );\n\n	texelColor.xyz = inputToLinear( texelColor.xyz );\n\n	diffuseColor *= texelColor;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'map_pars_fragment'] = "#ifdef USE_MAP\n\n	uniform sampler2D map;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
 
 THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n	diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n	uniform vec4 offsetRepeat;\n	uniform sampler2D map;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
 
 THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n	objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n	objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n	objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n	objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n	#ifndef USE_MORPHNORMALS\n\n	uniform float morphTargetInfluences[ 8 ];\n\n	#else\n\n	uniform float morphTargetInfluences[ 4 ];\n\n	#endif\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
 
 THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n	transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n	transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n	transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n	transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n	#ifndef USE_MORPHNORMALS\n\n	transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n	transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n	transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n	transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/normal_phong_fragment.glsl
 
 THREE.ShaderChunk[ 'normal_phong_fragment'] = "#ifndef FLAT_SHADED\n\n	vec3 normal = normalize( vNormal );\n\n	#ifdef DOUBLE_SIDED\n\n		normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n	#endif\n\n#else\n\n	vec3 fdx = dFdx( vViewPosition );\n	vec3 fdy = dFdy( vViewPosition );\n	vec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n	normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n";
 
 // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n	uniform sampler2D normalMap;\n	uniform vec2 normalScale;\n\n\n	vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n		vec3 q0 = dFdx( eye_pos.xyz );\n		vec3 q1 = dFdy( eye_pos.xyz );\n		vec2 st0 = dFdx( vUv.st );\n		vec2 st1 = dFdy( vUv.st );\n\n		vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n		vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n		vec3 N = normalize( surf_norm );\n\n		vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n		mapN.xy = normalScale * mapN.xy;\n		mat3 tsn = mat3( S, T, N );\n		return normalize( tsn * mapN );\n\n	}\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/project_vertex.glsl
 
 THREE.ShaderChunk[ 'project_vertex'] = "#ifdef USE_SKINNING\n\n	vec4 mvPosition = modelViewMatrix * skinned;\n\n#else\n\n	vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
 
 // File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
 
 THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n	for ( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n		float texelSizeY =  1.0 / shadowMapSize[ i ].y;\n\n		float shadow = 0.0;\n\n#if defined( POINT_LIGHT_SHADOWS )\n\n		bool isPointLight = shadowDarkness[ i ] < 0.0;\n\n		if ( isPointLight ) {\n\n			float realShadowDarkness = abs( shadowDarkness[ i ] );\n\n			vec3 lightToPosition = vShadowCoord[ i ].xyz;\n\n	#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n			vec3 bd3D = normalize( lightToPosition );\n			float dp = length( lightToPosition );\n\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\n\n	#if defined( SHADOWMAP_TYPE_PCF )\n			const float Dr = 1.25;\n	#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n			const float Dr = 2.25;\n	#endif\n\n			float os = Dr *  2.0 * texelSizeY;\n\n			const vec3 Gsd = vec3( - 1, 0, 1 );\n\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzy * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxz * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzx * os, texelSizeY ) ), shadowBias[ i ], shadow );\n\n			shadow *= realShadowDarkness * ( 1.0 / 21.0 );\n\n	#else \n			vec3 bd3D = normalize( lightToPosition );\n			float dp = length( lightToPosition );\n\n			adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );\n\n			shadow *= realShadowDarkness;\n\n	#endif\n\n		} else {\n\n#endif \n			float texelSizeX =  1.0 / shadowMapSize[ i ].x;\n\n			vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n\n			bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n			bool inFrustum = all( inFrustumVec );\n\n			bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n			bool frustumTest = all( frustumTestVec );\n\n			if ( frustumTest ) {\n\n	#if defined( SHADOWMAP_TYPE_PCF )\n\n\n				/*\n					for ( float y = -1.25; y <= 1.25; y += 1.25 )\n						for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n							vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n							float fDepth = unpackDepth( rgbaDepth );\n							if ( fDepth < shadowCoord.z )\n								shadow += 1.0;\n					}\n					shadow /= 9.0;\n				*/\n\n				shadowCoord.z += shadowBias[ i ];\n\n				const float ShadowDelta = 1.0 / 9.0;\n\n				float xPixelOffset = texelSizeX;\n				float yPixelOffset = texelSizeY;\n\n				float dx0 = - 1.25 * xPixelOffset;\n				float dy0 = - 1.25 * yPixelOffset;\n				float dx1 = 1.25 * xPixelOffset;\n				float dy1 = 1.25 * yPixelOffset;\n\n				float fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;\n\n				shadow *= shadowDarkness[ i ];\n\n	#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\n				shadowCoord.z += shadowBias[ i ];\n\n				float xPixelOffset = texelSizeX;\n				float yPixelOffset = texelSizeY;\n\n				float dx0 = - 1.0 * xPixelOffset;\n				float dy0 = - 1.0 * yPixelOffset;\n				float dx1 = 1.0 * xPixelOffset;\n				float dy1 = 1.0 * yPixelOffset;\n\n				mat3 shadowKernel;\n				mat3 depthKernel;\n\n				depthKernel[ 0 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n				depthKernel[ 0 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n				depthKernel[ 0 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n				depthKernel[ 1 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n				depthKernel[ 1 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n				depthKernel[ 1 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n				depthKernel[ 2 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n				depthKernel[ 2 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n				depthKernel[ 2 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n				vec3 shadowZ = vec3( shadowCoord.z );\n				shadowKernel[ 0 ] = vec3( lessThan( depthKernel[ 0 ], shadowZ ) );\n				shadowKernel[ 0 ] *= vec3( 0.25 );\n\n				shadowKernel[ 1 ] = vec3( lessThan( depthKernel[ 1 ], shadowZ ) );\n				shadowKernel[ 1 ] *= vec3( 0.25 );\n\n				shadowKernel[ 2 ] = vec3( lessThan( depthKernel[ 2 ], shadowZ ) );\n				shadowKernel[ 2 ] *= vec3( 0.25 );\n\n				vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[ i ].xy );\n\n				shadowKernel[ 0 ] = mix( shadowKernel[ 1 ], shadowKernel[ 0 ], fractionalCoord.x );\n				shadowKernel[ 1 ] = mix( shadowKernel[ 2 ], shadowKernel[ 1 ], fractionalCoord.x );\n\n				vec4 shadowValues;\n				shadowValues.x = mix( shadowKernel[ 0 ][ 1 ], shadowKernel[ 0 ][ 0 ], fractionalCoord.y );\n				shadowValues.y = mix( shadowKernel[ 0 ][ 2 ], shadowKernel[ 0 ][ 1 ], fractionalCoord.y );\n				shadowValues.z = mix( shadowKernel[ 1 ][ 1 ], shadowKernel[ 1 ][ 0 ], fractionalCoord.y );\n				shadowValues.w = mix( shadowKernel[ 1 ][ 2 ], shadowKernel[ 1 ][ 1 ], fractionalCoord.y );\n\n				shadow = dot( shadowValues, vec4( 1.0 ) ) * shadowDarkness[ i ];\n\n	#else \n				shadowCoord.z += shadowBias[ i ];\n\n				vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n				float fDepth = unpackDepth( rgbaDepth );\n\n				if ( fDepth < shadowCoord.z )\n					shadow = shadowDarkness[ i ];\n\n	#endif\n\n			}\n\n#ifdef SHADOWMAP_DEBUG\n\n			if ( inFrustum ) {\n\n				if ( i == 0 ) {\n\n					outgoingLight *= vec3( 1.0, 0.5, 0.0 );\n\n				} else if ( i == 1 ) {\n\n					outgoingLight *= vec3( 0.0, 1.0, 0.8 );\n\n				} else {\n\n					outgoingLight *= vec3( 0.0, 0.5, 1.0 );\n\n				}\n\n			}\n\n#endif\n\n#if defined( POINT_LIGHT_SHADOWS )\n\n		}\n\n#endif\n\n		shadowMask = shadowMask * vec3( 1.0 - shadow );\n\n	}\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n	uniform sampler2D shadowMap[ MAX_SHADOWS ];\n	uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n	uniform float shadowDarkness[ MAX_SHADOWS ];\n	uniform float shadowBias[ MAX_SHADOWS ];\n\n	varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n	float unpackDepth( const in vec4 rgba_depth ) {\n\n		const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n		float depth = dot( rgba_depth, bit_shift );\n		return depth;\n\n	}\n\n	#if defined(POINT_LIGHT_SHADOWS)\n\n\n		void adjustShadowValue1K( const float testDepth, const vec4 textureData, const float bias, inout float shadowValue ) {\n\n			const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n			if ( testDepth >= dot( textureData, bitSh ) * 1000.0 + bias )\n				shadowValue += 1.0;\n\n		}\n\n\n		vec2 cubeToUV( vec3 v, float texelSizeY ) {\n\n\n			vec3 absV = abs( v );\n\n\n			float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n			absV *= scaleToCube;\n\n\n			v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\n\n\n			vec2 planar = v.xy;\n\n			float almostATexel = 1.5 * texelSizeY;\n			float almostOne = 1.0 - almostATexel;\n\n			if ( absV.z >= almostOne ) {\n\n				if ( v.z > 0.0 )\n					planar.x = 4.0 - v.x;\n\n			} else if ( absV.x >= almostOne ) {\n\n				float signX = sign( v.x );\n				planar.x = v.z * signX + 2.0 * signX;\n\n			} else if ( absV.y >= almostOne ) {\n\n				float signY = sign( v.y );\n				planar.x = v.x + 2.0 * signY + 2.0;\n				planar.y = v.z * signY - 2.0;\n\n			}\n\n\n			return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\n		}\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n	uniform float shadowDarkness[ MAX_SHADOWS ];\n	uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n	varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
 
 THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n	for ( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n			vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n	}\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
 
 THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n	mat4 boneMatX = getBoneMatrix( skinIndex.x );\n	mat4 boneMatY = getBoneMatrix( skinIndex.y );\n	mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n	mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n	uniform mat4 bindMatrix;\n	uniform mat4 bindMatrixInverse;\n\n	#ifdef BONE_TEXTURE\n\n		uniform sampler2D boneTexture;\n		uniform int boneTextureWidth;\n		uniform int boneTextureHeight;\n\n		mat4 getBoneMatrix( const in float i ) {\n\n			float j = i * 4.0;\n			float x = mod( j, float( boneTextureWidth ) );\n			float y = floor( j / float( boneTextureWidth ) );\n\n			float dx = 1.0 / float( boneTextureWidth );\n			float dy = 1.0 / float( boneTextureHeight );\n\n			y = dy * ( y + 0.5 );\n\n			vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n			vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n			vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n			vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n			mat4 bone = mat4( v1, v2, v3, v4 );\n\n			return bone;\n\n		}\n\n	#else\n\n		uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n		mat4 getBoneMatrix( const in float i ) {\n\n			mat4 bone = boneGlobalMatrices[ int(i) ];\n			return bone;\n\n		}\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
 
 THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n	vec4 skinned = vec4( 0.0 );\n	skinned += boneMatX * skinVertex * skinWeight.x;\n	skinned += boneMatY * skinVertex * skinWeight.y;\n	skinned += boneMatZ * skinVertex * skinWeight.z;\n	skinned += boneMatW * skinVertex * skinWeight.w;\n	skinned  = bindMatrixInverse * skinned;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
 
 THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n	mat4 skinMatrix = mat4( 0.0 );\n	skinMatrix += skinWeight.x * boneMatX;\n	skinMatrix += skinWeight.y * boneMatY;\n	skinMatrix += skinWeight.z * boneMatZ;\n	skinMatrix += skinWeight.w * boneMatW;\n	skinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\n	objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
 
 THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n	vec4 texelSpecular = texture2D( specularMap, vUv );\n	specularStrength = texelSpecular.r;\n\n#else\n\n	specularStrength = 1.0;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n	uniform sampler2D specularMap;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'uv2_pars_fragment'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n	varying vec2 vUv2;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'uv2_pars_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n	attribute vec2 uv2;\n	varying vec2 vUv2;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl
 
 THREE.ShaderChunk[ 'uv2_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n	vUv2 = uv2;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl
 
 THREE.ShaderChunk[ 'uv_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n	varying vec2 vUv;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl
 
 THREE.ShaderChunk[ 'uv_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n	varying vec2 vUv;\n	uniform vec4 offsetRepeat;\n\n#endif\n";
 
 // File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl
 
 THREE.ShaderChunk[ 'uv_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
 
 // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
 
 THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n	#ifdef USE_SKINNING\n\n		vec4 worldPosition = modelMatrix * skinned;\n\n	#else\n\n		vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\n	#endif\n\n#endif\n";
 
 // File:src/renderers/shaders/UniformsUtils.js
 
 /**
	* Uniform Utilities
	*/
 
 THREE.UniformsUtils = {
 
	 merge: function ( uniforms ) {
 
		 var merged = {};
 
		 for ( var u = 0; u < uniforms.length; u ++ ) {
 
			 var tmp = this.clone( uniforms[ u ] );
 
			 for ( var p in tmp ) {
 
				 merged[ p ] = tmp[ p ];
 
			 }
 
		 }
 
		 return merged;
 
	 },
 
	 clone: function ( uniforms_src ) {
 
		 var uniforms_dst = {};
 
		 for ( var u in uniforms_src ) {
 
			 uniforms_dst[ u ] = {};
 
			 for ( var p in uniforms_src[ u ] ) {
 
				 var parameter_src = uniforms_src[ u ][ p ];
 
				 if ( parameter_src instanceof THREE.Color ||
						parameter_src instanceof THREE.Vector2 ||
						parameter_src instanceof THREE.Vector3 ||
						parameter_src instanceof THREE.Vector4 ||
						parameter_src instanceof THREE.Matrix3 ||
						parameter_src instanceof THREE.Matrix4 ||
						parameter_src instanceof THREE.Texture ) {
 
					 uniforms_dst[ u ][ p ] = parameter_src.clone();
 
				 } else if ( Array.isArray( parameter_src ) ) {
 
					 uniforms_dst[ u ][ p ] = parameter_src.slice();
 
				 } else {
 
					 uniforms_dst[ u ][ p ] = parameter_src;
 
				 }
 
			 }
 
		 }
 
		 return uniforms_dst;
 
	 }
 
 };
 
 // File:src/renderers/shaders/UniformsLib.js
 
 /**
	* Uniforms library for shared webgl shaders
	*/
 
 THREE.UniformsLib = {
 
	 common: {
 
		 "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		 "opacity" : { type: "f", value: 1.0 },
 
		 "map" : { type: "t", value: null },
		 "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
 
		 "specularMap" : { type: "t", value: null },
		 "alphaMap" : { type: "t", value: null },
 
		 "envMap" : { type: "t", value: null },
		 "flipEnvMap" : { type: "f", value: - 1 },
		 "reflectivity" : { type: "f", value: 1.0 },
		 "refractionRatio" : { type: "f", value: 0.98 }
 
	 },
 
	 aomap: {
 
		 "aoMap" : { type: "t", value: null },
		 "aoMapIntensity" : { type: "f", value: 1 },
 
	 },
 
	 lightmap: {
 
		 "lightMap" : { type: "t", value: null },
		 "lightMapIntensity" : { type: "f", value: 1 },
 
	 },
 
	 emissivemap: {
 
		 "emissiveMap" : { type: "t", value: null },
 
	 },
 
	 bumpmap: {
 
		 "bumpMap" : { type: "t", value: null },
		 "bumpScale" : { type: "f", value: 1 }
 
	 },
 
	 normalmap: {
 
		 "normalMap" : { type: "t", value: null },
		 "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
 
	 },
 
	 displacementmap: {
 
		 "displacementMap" : { type: "t", value: null },
		 "displacementScale" : { type: "f", value: 1 },
		 "displacementBias" : { type: "f", value: 0 }
 
	 },
 
	 fog : {
 
		 "fogDensity" : { type: "f", value: 0.00025 },
		 "fogNear" : { type: "f", value: 1 },
		 "fogFar" : { type: "f", value: 2000 },
		 "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
 
	 },
 
	 lights: {
 
		 "ambientLightColor" : { type: "fv", value: [] },
 
		 "directionalLightDirection" : { type: "fv", value: [] },
		 "directionalLightColor" : { type: "fv", value: [] },
 
		 "hemisphereLightDirection" : { type: "fv", value: [] },
		 "hemisphereLightSkyColor" : { type: "fv", value: [] },
		 "hemisphereLightGroundColor" : { type: "fv", value: [] },
 
		 "pointLightColor" : { type: "fv", value: [] },
		 "pointLightPosition" : { type: "fv", value: [] },
		 "pointLightDistance" : { type: "fv1", value: [] },
		 "pointLightDecay" : { type: "fv1", value: [] },
 
		 "spotLightColor" : { type: "fv", value: [] },
		 "spotLightPosition" : { type: "fv", value: [] },
		 "spotLightDirection" : { type: "fv", value: [] },
		 "spotLightDistance" : { type: "fv1", value: [] },
		 "spotLightAngleCos" : { type: "fv1", value: [] },
		 "spotLightExponent" : { type: "fv1", value: [] },
		 "spotLightDecay" : { type: "fv1", value: [] }
 
	 },
 
	 points: {
 
		 "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		 "opacity" : { type: "f", value: 1.0 },
		 "size" : { type: "f", value: 1.0 },
		 "scale" : { type: "f", value: 1.0 },
		 "map" : { type: "t", value: null },
		 "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
 
		 "fogDensity" : { type: "f", value: 0.00025 },
		 "fogNear" : { type: "f", value: 1 },
		 "fogFar" : { type: "f", value: 2000 },
		 "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
 
	 },
 
	 shadowmap: {
 
		 "shadowMap": { type: "tv", value: [] },
		 "shadowMapSize": { type: "v2v", value: [] },
 
		 "shadowBias" : { type: "fv1", value: [] },
		 "shadowDarkness": { type: "fv1", value: [] },
 
		 "shadowMatrix" : { type: "m4v", value: [] }
 
	 }
 
 };
 
 // File:src/renderers/shaders/ShaderLib.js
 
 /**
	* Webgl Shader Library for three.js
	*
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	* @author mikael emtinger / http://gomo.se/
	*/
 
 
 THREE.ShaderLib = {
 
	 'basic': {
 
		 uniforms: THREE.UniformsUtils.merge( [
 
			 THREE.UniformsLib[ "common" ],
			 THREE.UniformsLib[ "aomap" ],
			 THREE.UniformsLib[ "fog" ],
			 THREE.UniformsLib[ "shadowmap" ]
 
		 ] ),
 
		 vertexShader: [
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "uv_pars_vertex" ],
			 THREE.ShaderChunk[ "uv2_pars_vertex" ],
			 THREE.ShaderChunk[ "envmap_pars_vertex" ],
			 THREE.ShaderChunk[ "color_pars_vertex" ],
			 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			 THREE.ShaderChunk[ "skinning_pars_vertex" ],
			 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "uv_vertex" ],
				 THREE.ShaderChunk[ "uv2_vertex" ],
				 THREE.ShaderChunk[ "color_vertex" ],
				 THREE.ShaderChunk[ "skinbase_vertex" ],
 
			 "	#ifdef USE_ENVMAP",
 
				 THREE.ShaderChunk[ "beginnormal_vertex" ],
				 THREE.ShaderChunk[ "morphnormal_vertex" ],
				 THREE.ShaderChunk[ "skinnormal_vertex" ],
				 THREE.ShaderChunk[ "defaultnormal_vertex" ],
 
			 "	#endif",
 
				 THREE.ShaderChunk[ "begin_vertex" ],
				 THREE.ShaderChunk[ "morphtarget_vertex" ],
				 THREE.ShaderChunk[ "skinning_vertex" ],
				 THREE.ShaderChunk[ "project_vertex" ],
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
				 THREE.ShaderChunk[ "worldpos_vertex" ],
				 THREE.ShaderChunk[ "envmap_vertex" ],
				 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform vec3 diffuse;",
			 "uniform float opacity;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "color_pars_fragment" ],
			 THREE.ShaderChunk[ "uv_pars_fragment" ],
			 THREE.ShaderChunk[ "uv2_pars_fragment" ],
			 THREE.ShaderChunk[ "map_pars_fragment" ],
			 THREE.ShaderChunk[ "alphamap_pars_fragment" ],
			 THREE.ShaderChunk[ "aomap_pars_fragment" ],
			 THREE.ShaderChunk[ "envmap_pars_fragment" ],
			 THREE.ShaderChunk[ "fog_pars_fragment" ],
			 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			 THREE.ShaderChunk[ "specularmap_pars_fragment" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
			 "	vec3 outgoingLight = vec3( 0.0 );",
			 "	vec4 diffuseColor = vec4( diffuse, opacity );",
			 "	vec3 totalAmbientLight = vec3( 1.0 );", // hardwired
			 "	vec3 shadowMask = vec3( 1.0 );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				 THREE.ShaderChunk[ "map_fragment" ],
				 THREE.ShaderChunk[ "color_fragment" ],
				 THREE.ShaderChunk[ "alphamap_fragment" ],
				 THREE.ShaderChunk[ "alphatest_fragment" ],
				 THREE.ShaderChunk[ "specularmap_fragment" ],
				 THREE.ShaderChunk[ "aomap_fragment" ],
				 THREE.ShaderChunk[ "shadowmap_fragment" ],
 
			 "	outgoingLight = diffuseColor.rgb * totalAmbientLight * shadowMask;",
 
				 THREE.ShaderChunk[ "envmap_fragment" ],
 
				 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
 
				 THREE.ShaderChunk[ "fog_fragment" ],
 
			 "	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 'lambert': {
 
		 uniforms: THREE.UniformsUtils.merge( [
 
			 THREE.UniformsLib[ "common" ],
			 THREE.UniformsLib[ "fog" ],
			 THREE.UniformsLib[ "lights" ],
			 THREE.UniformsLib[ "shadowmap" ],
 
			 {
				 "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
			 }
 
		 ] ),
 
		 vertexShader: [
 
			 "#define LAMBERT",
 
			 "varying vec3 vLightFront;",
 
			 "#ifdef DOUBLE_SIDED",
 
			 "	varying vec3 vLightBack;",
 
			 "#endif",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "uv_pars_vertex" ],
			 THREE.ShaderChunk[ "uv2_pars_vertex" ],
			 THREE.ShaderChunk[ "envmap_pars_vertex" ],
			 THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
			 THREE.ShaderChunk[ "color_pars_vertex" ],
			 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			 THREE.ShaderChunk[ "skinning_pars_vertex" ],
			 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "uv_vertex" ],
				 THREE.ShaderChunk[ "uv2_vertex" ],
				 THREE.ShaderChunk[ "color_vertex" ],
 
				 THREE.ShaderChunk[ "beginnormal_vertex" ],
				 THREE.ShaderChunk[ "morphnormal_vertex" ],
				 THREE.ShaderChunk[ "skinbase_vertex" ],
				 THREE.ShaderChunk[ "skinnormal_vertex" ],
				 THREE.ShaderChunk[ "defaultnormal_vertex" ],
 
				 THREE.ShaderChunk[ "begin_vertex" ],
				 THREE.ShaderChunk[ "morphtarget_vertex" ],
				 THREE.ShaderChunk[ "skinning_vertex" ],
				 THREE.ShaderChunk[ "project_vertex" ],
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
				 THREE.ShaderChunk[ "worldpos_vertex" ],
				 THREE.ShaderChunk[ "envmap_vertex" ],
				 THREE.ShaderChunk[ "lights_lambert_vertex" ],
				 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform vec3 diffuse;",
			 "uniform vec3 emissive;",
			 "uniform float opacity;",
 
			 "uniform vec3 ambientLightColor;",
 
			 "varying vec3 vLightFront;",
 
			 "#ifdef DOUBLE_SIDED",
 
			 "	varying vec3 vLightBack;",
 
			 "#endif",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "color_pars_fragment" ],
			 THREE.ShaderChunk[ "uv_pars_fragment" ],
			 THREE.ShaderChunk[ "uv2_pars_fragment" ],
			 THREE.ShaderChunk[ "map_pars_fragment" ],
			 THREE.ShaderChunk[ "alphamap_pars_fragment" ],
			 THREE.ShaderChunk[ "envmap_pars_fragment" ],
			 THREE.ShaderChunk[ "fog_pars_fragment" ],
			 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			 THREE.ShaderChunk[ "specularmap_pars_fragment" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
			 "	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
			 "	vec4 diffuseColor = vec4( diffuse, opacity );",
			 "	vec3 totalAmbientLight = ambientLightColor;",
			 "	vec3 shadowMask = vec3( 1.0 );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				 THREE.ShaderChunk[ "map_fragment" ],
				 THREE.ShaderChunk[ "color_fragment" ],
				 THREE.ShaderChunk[ "alphamap_fragment" ],
				 THREE.ShaderChunk[ "alphatest_fragment" ],
				 THREE.ShaderChunk[ "specularmap_fragment" ],
				 THREE.ShaderChunk[ "shadowmap_fragment" ],
 
			 "	#ifdef DOUBLE_SIDED",
 
			 "		if ( gl_FrontFacing )",
			 "			outgoingLight += diffuseColor.rgb * ( vLightFront * shadowMask + totalAmbientLight ) + emissive;",
			 "		else",
			 "			outgoingLight += diffuseColor.rgb * ( vLightBack * shadowMask + totalAmbientLight ) + emissive;",
 
			 "	#else",
 
			 "		outgoingLight += diffuseColor.rgb * ( vLightFront * shadowMask + totalAmbientLight ) + emissive;",
 
			 "	#endif",
 
				 THREE.ShaderChunk[ "envmap_fragment" ],
 
				 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
 
				 THREE.ShaderChunk[ "fog_fragment" ],
 
			 "	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 'phong': {
 
		 uniforms: THREE.UniformsUtils.merge( [
 
			 THREE.UniformsLib[ "common" ],
			 THREE.UniformsLib[ "aomap" ],
			 THREE.UniformsLib[ "lightmap" ],
			 THREE.UniformsLib[ "emissivemap" ],
			 THREE.UniformsLib[ "bumpmap" ],
			 THREE.UniformsLib[ "normalmap" ],
			 THREE.UniformsLib[ "displacementmap" ],
			 THREE.UniformsLib[ "fog" ],
			 THREE.UniformsLib[ "lights" ],
			 THREE.UniformsLib[ "shadowmap" ],
 
			 {
				 "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
				 "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
				 "shininess": { type: "f", value: 30 }
			 }
 
		 ] ),
 
		 vertexShader: [
 
			 "#define PHONG",
 
			 "varying vec3 vViewPosition;",
 
			 "#ifndef FLAT_SHADED",
 
			 "	varying vec3 vNormal;",
 
			 "#endif",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "uv_pars_vertex" ],
			 THREE.ShaderChunk[ "uv2_pars_vertex" ],
			 THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
			 THREE.ShaderChunk[ "envmap_pars_vertex" ],
			 THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
			 THREE.ShaderChunk[ "color_pars_vertex" ],
			 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			 THREE.ShaderChunk[ "skinning_pars_vertex" ],
			 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "uv_vertex" ],
				 THREE.ShaderChunk[ "uv2_vertex" ],
				 THREE.ShaderChunk[ "color_vertex" ],
 
				 THREE.ShaderChunk[ "beginnormal_vertex" ],
				 THREE.ShaderChunk[ "morphnormal_vertex" ],
				 THREE.ShaderChunk[ "skinbase_vertex" ],
				 THREE.ShaderChunk[ "skinnormal_vertex" ],
				 THREE.ShaderChunk[ "defaultnormal_vertex" ],
 
			 "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
 
			 "	vNormal = normalize( transformedNormal );",
 
			 "#endif",
 
				 THREE.ShaderChunk[ "begin_vertex" ],
				 THREE.ShaderChunk[ "displacementmap_vertex" ],
				 THREE.ShaderChunk[ "morphtarget_vertex" ],
				 THREE.ShaderChunk[ "skinning_vertex" ],
				 THREE.ShaderChunk[ "project_vertex" ],
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
			 "	vViewPosition = - mvPosition.xyz;",
 
				 THREE.ShaderChunk[ "worldpos_vertex" ],
				 THREE.ShaderChunk[ "envmap_vertex" ],
				 THREE.ShaderChunk[ "lights_phong_vertex" ],
				 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "#define PHONG",
 
			 "uniform vec3 diffuse;",
			 "uniform vec3 emissive;",
			 "uniform vec3 specular;",
			 "uniform float shininess;",
			 "uniform float opacity;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "color_pars_fragment" ],
			 THREE.ShaderChunk[ "uv_pars_fragment" ],
			 THREE.ShaderChunk[ "uv2_pars_fragment" ],
			 THREE.ShaderChunk[ "map_pars_fragment" ],
			 THREE.ShaderChunk[ "alphamap_pars_fragment" ],
			 THREE.ShaderChunk[ "aomap_pars_fragment" ],
			 THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			 THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
			 THREE.ShaderChunk[ "envmap_pars_fragment" ],
			 THREE.ShaderChunk[ "fog_pars_fragment" ],
			 THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
			 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			 THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
			 THREE.ShaderChunk[ "normalmap_pars_fragment" ],
			 THREE.ShaderChunk[ "specularmap_pars_fragment" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
			 "	vec3 outgoingLight = vec3( 0.0 );",
			 "	vec4 diffuseColor = vec4( diffuse, opacity );",
			 "	vec3 totalAmbientLight = ambientLightColor;",
			 "	vec3 totalEmissiveLight = emissive;",
			 "	vec3 shadowMask = vec3( 1.0 );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				 THREE.ShaderChunk[ "map_fragment" ],
				 THREE.ShaderChunk[ "color_fragment" ],
				 THREE.ShaderChunk[ "alphamap_fragment" ],
				 THREE.ShaderChunk[ "alphatest_fragment" ],
				 THREE.ShaderChunk[ "specularmap_fragment" ],
				 THREE.ShaderChunk[ "normal_phong_fragment" ],
				 THREE.ShaderChunk[ "lightmap_fragment" ],
				 THREE.ShaderChunk[ "hemilight_fragment" ],
				 THREE.ShaderChunk[ "aomap_fragment" ],
				 THREE.ShaderChunk[ "emissivemap_fragment" ],
 
				 THREE.ShaderChunk[ "lights_phong_fragment" ],
				 THREE.ShaderChunk[ "shadowmap_fragment" ],
 
				 "totalDiffuseLight *= shadowMask;",
				 "totalSpecularLight *= shadowMask;",
 
				 "#ifdef METAL",
 
				 "	outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) * specular + totalSpecularLight + totalEmissiveLight;",
 
				 "#else",
 
				 "	outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + totalEmissiveLight;",
 
				 "#endif",
 
				 THREE.ShaderChunk[ "envmap_fragment" ],
 
				 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
 
				 THREE.ShaderChunk[ "fog_fragment" ],
 
			 "	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 'points': {
 
		 uniforms: THREE.UniformsUtils.merge( [
 
			 THREE.UniformsLib[ "points" ],
			 THREE.UniformsLib[ "shadowmap" ]
 
		 ] ),
 
		 vertexShader: [
 
			 "uniform float size;",
			 "uniform float scale;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "color_pars_vertex" ],
			 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "color_vertex" ],
 
			 "	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 
			 "	#ifdef USE_SIZEATTENUATION",
			 "		gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
			 "	#else",
			 "		gl_PointSize = size;",
			 "	#endif",
 
			 "	gl_Position = projectionMatrix * mvPosition;",
 
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
				 THREE.ShaderChunk[ "worldpos_vertex" ],
				 THREE.ShaderChunk[ "shadowmap_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform vec3 psColor;",
			 "uniform float opacity;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "color_pars_fragment" ],
			 THREE.ShaderChunk[ "map_particle_pars_fragment" ],
			 THREE.ShaderChunk[ "fog_pars_fragment" ],
			 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
			 "	vec3 outgoingLight = vec3( 0.0 );",
			 "	vec4 diffuseColor = vec4( psColor, opacity );",
			 "	vec3 shadowMask = vec3( 1.0 );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				 THREE.ShaderChunk[ "map_particle_fragment" ],
				 THREE.ShaderChunk[ "color_fragment" ],
				 THREE.ShaderChunk[ "alphatest_fragment" ],
				 THREE.ShaderChunk[ "shadowmap_fragment" ],
 
			 "	outgoingLight = diffuseColor.rgb * shadowMask;",
 
				 THREE.ShaderChunk[ "fog_fragment" ],
 
			 "	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 'dashed': {
 
		 uniforms: THREE.UniformsUtils.merge( [
 
			 THREE.UniformsLib[ "common" ],
			 THREE.UniformsLib[ "fog" ],
 
			 {
				 "scale"    : { type: "f", value: 1 },
				 "dashSize" : { type: "f", value: 1 },
				 "totalSize": { type: "f", value: 2 }
			 }
 
		 ] ),
 
		 vertexShader: [
 
			 "uniform float scale;",
			 "attribute float lineDistance;",
 
			 "varying float vLineDistance;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "color_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "color_vertex" ],
 
			 "	vLineDistance = scale * lineDistance;",
 
			 "	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
			 "	gl_Position = projectionMatrix * mvPosition;",
 
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform vec3 diffuse;",
			 "uniform float opacity;",
 
			 "uniform float dashSize;",
			 "uniform float totalSize;",
 
			 "varying float vLineDistance;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "color_pars_fragment" ],
			 THREE.ShaderChunk[ "fog_pars_fragment" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
			 "	if ( mod( vLineDistance, totalSize ) > dashSize ) {",
 
			 "		discard;",
 
			 "	}",
 
			 "	vec3 outgoingLight = vec3( 0.0 );",
			 "	vec4 diffuseColor = vec4( diffuse, opacity );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				 THREE.ShaderChunk[ "color_fragment" ],
 
			 "	outgoingLight = diffuseColor.rgb;", // simple shader
 
				 THREE.ShaderChunk[ "fog_fragment" ],
 
			 "	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 'depth': {
 
		 uniforms: {
 
			 "mNear": { type: "f", value: 1.0 },
			 "mFar" : { type: "f", value: 2000.0 },
			 "opacity" : { type: "f", value: 1.0 }
 
		 },
 
		 vertexShader: [
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "begin_vertex" ],
				 THREE.ShaderChunk[ "morphtarget_vertex" ],
				 THREE.ShaderChunk[ "project_vertex" ],
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform float mNear;",
			 "uniform float mFar;",
			 "uniform float opacity;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
 
			 "	#ifdef USE_LOGDEPTHBUF_EXT",
 
			 "		float depth = gl_FragDepthEXT / gl_FragCoord.w;",
 
			 "	#else",
 
			 "		float depth = gl_FragCoord.z / gl_FragCoord.w;",
 
			 "	#endif",
 
			 "	float color = 1.0 - smoothstep( mNear, mFar, depth );",
			 "	gl_FragColor = vec4( vec3( color ), opacity );",
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 'normal': {
 
		 uniforms: {
 
			 "opacity" : { type: "f", value: 1.0 }
 
		 },
 
		 vertexShader: [
 
			 "varying vec3 vNormal;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
			 "	vNormal = normalize( normalMatrix * normal );",
 
				 THREE.ShaderChunk[ "begin_vertex" ],
				 THREE.ShaderChunk[ "morphtarget_vertex" ],
				 THREE.ShaderChunk[ "project_vertex" ],
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform float opacity;",
			 "varying vec3 vNormal;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
			 "	gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 /* -------------------------------------------------------------------------
	 //	Cube map shader
		------------------------------------------------------------------------- */
 
	 'cube': {
 
		 uniforms: { "tCube": { type: "t", value: null },
					 "tFlip": { type: "f", value: - 1 } },
 
		 vertexShader: [
 
			 "varying vec3 vWorldPosition;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
			 "	vWorldPosition = transformDirection( position, modelMatrix );",
 
			 "	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform samplerCube tCube;",
			 "uniform float tFlip;",
 
			 "varying vec3 vWorldPosition;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
			 "	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 /* -------------------------------------------------------------------------
	 //	Cube map shader
		------------------------------------------------------------------------- */
 
	 'equirect': {
 
		 uniforms: { "tEquirect": { type: "t", value: null },
					 "tFlip": { type: "f", value: - 1 } },
 
		 vertexShader: [
 
			 "varying vec3 vWorldPosition;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
			 "	vWorldPosition = transformDirection( position, modelMatrix );",
 
			 "	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform sampler2D tEquirect;",
			 "uniform float tFlip;",
 
			 "varying vec3 vWorldPosition;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "void main() {",
 
				 // "	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
				 "vec3 direction = normalize( vWorldPosition );",
				 "vec2 sampleUV;",
				 "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
				 "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
				 "gl_FragColor = texture2D( tEquirect, sampleUV );",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
	 /* Depth encoding into RGBA texture
		*
		* based on SpiderGL shadow map example
		* http://spidergl.org/example.php?id=6
		*
		* originally from
		* http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
		*
		* see also
		* http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
		*/
 
	 'depthRGBA': {
 
		 uniforms: {},
 
		 vertexShader: [
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			 THREE.ShaderChunk[ "skinning_pars_vertex" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "skinbase_vertex" ],
 
				 THREE.ShaderChunk[ "begin_vertex" ],
				 THREE.ShaderChunk[ "morphtarget_vertex" ],
				 THREE.ShaderChunk[ "skinning_vertex" ],
				 THREE.ShaderChunk[ "project_vertex" ],
				 THREE.ShaderChunk[ "logdepthbuf_vertex" ],
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
 
			 "vec4 pack_depth( const in float depth ) {",
 
			 "	const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
			 "	const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
			 "	vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // "	vec4 res = fract( depth * bit_shift );",
			 "	res -= res.xxyz * bit_mask;",
			 "	return res;",
 
			 "}",
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "logdepthbuf_fragment" ],
 
			 "	#ifdef USE_LOGDEPTHBUF_EXT",
 
			 "		gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
 
			 "	#else",
 
			 "		gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
 
			 "	#endif",
 
				 //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
				 //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
				 //"gl_FragData[ 0 ] = pack_depth( z );",
				 //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
 
			 "}"
 
		 ].join( "\n" )
 
	 },
 
 
	 'distanceRGBA': {
 
		 uniforms: {
 
			 "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }
 
		 },
 
		 vertexShader: [
 
			 "varying vec4 vWorldPosition;",
 
			 THREE.ShaderChunk[ "common" ],
			 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			 THREE.ShaderChunk[ "skinning_pars_vertex" ],
 
			 "void main() {",
 
				 THREE.ShaderChunk[ "skinbase_vertex" ],
				 THREE.ShaderChunk[ "begin_vertex" ],
				 THREE.ShaderChunk[ "morphtarget_vertex" ],
				 THREE.ShaderChunk[ "skinning_vertex" ],
				 THREE.ShaderChunk[ "project_vertex" ],
				 THREE.ShaderChunk[ "worldpos_vertex" ],
 
				 "vWorldPosition = worldPosition;",
 
			 "}"
 
		 ].join( "\n" ),
 
		 fragmentShader: [
 
			 "uniform vec3 lightPos;",
			 "varying vec4 vWorldPosition;",
 
			 THREE.ShaderChunk[ "common" ],
 
			 "vec4 pack1K ( float depth ) {",
 
			 "   depth /= 1000.0;",
			 "   const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
				 "	const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
					"	vec4 res = fract( depth * bitSh );",
					"	res -= res.xxyz * bitMsk;",
					"	return res; ",
 
			 "}",
 
			 "float unpack1K ( vec4 color ) {",
 
			 "	const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
			 "	return dot( color, bitSh ) * 1000.0;",
 
			 "}",
 
			 "void main () {",
 
			 "	gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );",
 
			 "}"
 
		 ].join( "\n" )
 
	 }
 
 };
 
 // File:src/renderers/WebGLRenderer.js
 
 /**
	* @author supereggbert / http://www.paulbrunt.co.uk/
	* @author mrdoob / http://mrdoob.com/
	* @author alteredq / http://alteredqualia.com/
	* @author szimek / https://github.com/szimek/
	*/
 
 THREE.WebGLRenderer = function ( parameters ) {
 
	 console.log( 'THREE.WebGLRenderer', THREE.REVISION );
 
	 parameters = parameters || {};
 
	 var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
	 _context = parameters.context !== undefined ? parameters.context : null,
 
	 _width = _canvas.width,
	 _height = _canvas.height,
 
	 pixelRatio = 1,
 
	 _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
	 _depth = parameters.depth !== undefined ? parameters.depth : true,
	 _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
	 _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	 _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
	 _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
 
	 _clearColor = new THREE.Color( 0x000000 ),
	 _clearAlpha = 0;
 
	 var lights = [];
 
	 var opaqueObjects = [];
	 var opaqueObjectsLastIndex = - 1;
	 var transparentObjects = [];
	 var transparentObjectsLastIndex = - 1;
 
	 var morphInfluences = new Float32Array( 8 );
 
 
	 var sprites = [];
	 var lensFlares = [];
 
	 // public properties
 
	 this.domElement = _canvas;
	 this.context = null;
 
	 // clearing
 
	 this.autoClear = true;
	 this.autoClearColor = true;
	 this.autoClearDepth = true;
	 this.autoClearStencil = true;
 
	 // scene graph
 
	 this.sortObjects = true;
 
	 // physically based shading
 
	 this.gammaFactor = 2.0;	// for backwards compatibility
	 this.gammaInput = false;
	 this.gammaOutput = false;
 
	 // morphs
 
	 this.maxMorphTargets = 8;
	 this.maxMorphNormals = 4;
 
	 // flags
 
	 this.autoScaleCubemaps = true;
 
	 // internal properties
 
	 var _this = this,
 
	 // internal state cache
 
	 _currentProgram = null,
	 _currentFramebuffer = null,
	 _currentMaterialId = - 1,
	 _currentGeometryProgram = '',
	 _currentCamera = null,
 
	 _usedTextureUnits = 0,
 
	 _viewportX = 0,
	 _viewportY = 0,
	 _viewportWidth = _canvas.width,
	 _viewportHeight = _canvas.height,
	 _currentWidth = 0,
	 _currentHeight = 0,
 
	 // frustum
 
	 _frustum = new THREE.Frustum(),
 
		// camera matrices cache
 
	 _projScreenMatrix = new THREE.Matrix4(),
 
	 _vector3 = new THREE.Vector3(),
 
	 // light arrays cache
 
	 _direction = new THREE.Vector3(),
 
	 _lightsNeedUpdate = true,
 
	 _lights = {
 
		 ambient: [ 0, 0, 0 ],
		 directional: { length: 0, colors: [], positions: [] },
		 point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
		 spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
		 hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
 
	 },
 
	 // info
 
	 _infoMemory = {
 
		 geometries: 0,
		 textures: 0
 
	 },
 
	 _infoRender = {
 
		 calls: 0,
		 vertices: 0,
		 faces: 0,
		 points: 0
 
	 };
 
	 this.info = {
 
		 render: _infoRender,
		 memory: _infoMemory,
		 programs: null
 
	 };
 
 
	 // initialize
 
	 var _gl;
 
	 try {
 
		 var attributes = {
			 alpha: _alpha,
			 depth: _depth,
			 stencil: _stencil,
			 antialias: _antialias,
			 premultipliedAlpha: _premultipliedAlpha,
			 preserveDrawingBuffer: _preserveDrawingBuffer
		 };
 
		 _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
 
		 if ( _gl === null ) {
 
			 if ( _canvas.getContext( 'webgl' ) !== null ) {
 
				 throw 'Error creating WebGL context with your selected attributes.';
 
			 } else {
 
				 throw 'Error creating WebGL context.';
 
			 }
 
		 }
 
		 _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
 
	 } catch ( error ) {
 
		 console.error( 'THREE.WebGLRenderer: ' + error );
 
	 }
 
	 var extensions = new THREE.WebGLExtensions( _gl );
 
	 extensions.get( 'OES_texture_float' );
	 extensions.get( 'OES_texture_float_linear' );
	 extensions.get( 'OES_texture_half_float' );
	 extensions.get( 'OES_texture_half_float_linear' );
	 extensions.get( 'OES_standard_derivatives' );
	 extensions.get( 'ANGLE_instanced_arrays' );
 
	 if ( extensions.get( 'OES_element_index_uint' ) ) {
 
		 THREE.BufferGeometry.MaxIndex = 4294967296;
 
	 }
 
	 var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
 
	 var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
	 var properties = new THREE.WebGLProperties();
	 var objects = new THREE.WebGLObjects( _gl, properties, this.info );
	 var programCache = new THREE.WebGLPrograms( this, capabilities );
 
	 this.info.programs = programCache.programs;
 
	 var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
	 var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
 
	 //
 
	 function glClearColor( r, g, b, a ) {
 
		 if ( _premultipliedAlpha === true ) {
 
			 r *= a; g *= a; b *= a;
 
		 }
 
		 _gl.clearColor( r, g, b, a );
 
	 }
 
	 function setDefaultGLState() {
 
		 state.init();
 
		 _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
 
		 glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
 
	 }
 
	 function resetGLState() {
 
		 _currentProgram = null;
		 _currentCamera = null;
 
		 _currentGeometryProgram = '';
		 _currentMaterialId = - 1;
 
		 _lightsNeedUpdate = true;
 
		 state.reset();
 
	 }
 
	 setDefaultGLState();
 
	 this.context = _gl;
	 this.capabilities = capabilities;
	 this.extensions = extensions;
	 this.state = state;
 
	 // shadow map
 
	 var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
 
	 this.shadowMap = shadowMap;
 
 
	 // Plugins
 
	 var spritePlugin = new THREE.SpritePlugin( this, sprites );
	 var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
 
	 // API
 
	 this.getContext = function () {
 
		 return _gl;
 
	 };
 
	 this.getContextAttributes = function () {
 
		 return _gl.getContextAttributes();
 
	 };
 
	 this.forceContextLoss = function () {
 
		 extensions.get( 'WEBGL_lose_context' ).loseContext();
 
	 };
 
	 this.getMaxAnisotropy = ( function () {
 
		 var value;
 
		 return function getMaxAnisotropy() {
 
			 if ( value !== undefined ) return value;
 
			 var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
 
			 if ( extension !== null ) {
 
				 value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
 
			 } else {
 
				 value = 0;
 
			 }
 
			 return value;
 
		 }
 
	 } )();
 
	 this.getPrecision = function () {
 
		 return capabilities.precision;
 
	 };
 
	 this.getPixelRatio = function () {
 
		 return pixelRatio;
 
	 };
 
	 this.setPixelRatio = function ( value ) {
 
		 if ( value !== undefined ) pixelRatio = value;
 
	 };
 
	 this.getSize = function () {
 
		 return {
			 width: _width,
			 height: _height
		 };
 
	 };
 
	 this.setSize = function ( width, height, updateStyle ) {
 
		 _width = width;
		 _height = height;
 
		 _canvas.width = width * pixelRatio;
		 _canvas.height = height * pixelRatio;
 
		 if ( updateStyle !== false ) {
 
			 _canvas.style.width = width + 'px';
			 _canvas.style.height = height + 'px';
 
		 }
 
		 this.setViewport( 0, 0, width, height );
 
	 };
 
	 this.setViewport = function ( x, y, width, height ) {
 
		 _viewportX = x * pixelRatio;
		 _viewportY = y * pixelRatio;
 
		 _viewportWidth = width * pixelRatio;
		 _viewportHeight = height * pixelRatio;
 
		 _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
 
	 };
 
	 this.getViewport = function ( dimensions ) {
 
		 dimensions.x = _viewportX / pixelRatio;
		 dimensions.y = _viewportY / pixelRatio;
 
		 dimensions.z = _viewportWidth / pixelRatio;
		 dimensions.w = _viewportHeight / pixelRatio;
 
	 };
 
	 this.setScissor = function ( x, y, width, height ) {
 
		 _gl.scissor(
			 x * pixelRatio,
			 y * pixelRatio,
			 width * pixelRatio,
			 height * pixelRatio
		 );
 
	 };
 
	 this.enableScissorTest = function ( boolean ) {
 
		 state.setScissorTest( boolean );
 
	 };
 
	 // Clearing
 
	 this.getClearColor = function () {
 
		 return _clearColor;
 
	 };
 
	 this.setClearColor = function ( color, alpha ) {
 
		 _clearColor.set( color );
 
		 _clearAlpha = alpha !== undefined ? alpha : 1;
 
		 glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
 
	 };
 
	 this.getClearAlpha = function () {
 
		 return _clearAlpha;
 
	 };
 
	 this.setClearAlpha = function ( alpha ) {
 
		 _clearAlpha = alpha;
 
		 glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
 
	 };
 
	 this.clear = function ( color, depth, stencil ) {
 
		 var bits = 0;
 
		 if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
		 if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
		 if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
 
		 _gl.clear( bits );
 
	 };
 
	 this.clearColor = function () {
 
		 _gl.clear( _gl.COLOR_BUFFER_BIT );
 
	 };
 
	 this.clearDepth = function () {
 
		 _gl.clear( _gl.DEPTH_BUFFER_BIT );
 
	 };
 
	 this.clearStencil = function () {
 
		 _gl.clear( _gl.STENCIL_BUFFER_BIT );
 
	 };
 
	 this.clearTarget = function ( renderTarget, color, depth, stencil ) {
 
		 this.setRenderTarget( renderTarget );
		 this.clear( color, depth, stencil );
 
	 };
 
	 // Reset
 
	 this.resetGLState = resetGLState;
 
	 this.dispose = function() {
 
		 _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
 
	 };
 
	 // Events
 
	 function onContextLost( event ) {
 
		 event.preventDefault();
 
		 resetGLState();
		 setDefaultGLState();
 
		 properties.clear();
 
	 };
 
	 function onTextureDispose( event ) {
 
		 var texture = event.target;
 
		 texture.removeEventListener( 'dispose', onTextureDispose );
 
		 deallocateTexture( texture );
 
		 _infoMemory.textures --;
 
 
	 }
 
	 function onRenderTargetDispose( event ) {
 
		 var renderTarget = event.target;
 
		 renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
 
		 deallocateRenderTarget( renderTarget );
 
		 _infoMemory.textures --;
 
	 }
 
	 function onMaterialDispose( event ) {
 
		 var material = event.target;
 
		 material.removeEventListener( 'dispose', onMaterialDispose );
 
		 deallocateMaterial( material );
 
	 }
 
	 // Buffer deallocation
 
	 function deallocateTexture( texture ) {
 
		 var textureProperties = properties.get( texture );
 
		 if ( texture.image && textureProperties.__image__webglTextureCube ) {
 
			 // cube texture
 
			 _gl.deleteTexture( textureProperties.__image__webglTextureCube );
 
		 } else {
 
			 // 2D texture
 
			 if ( textureProperties.__webglInit === undefined ) return;
 
			 _gl.deleteTexture( textureProperties.__webglTexture );
 
		 }
 
		 // remove all webgl properties
		 properties.delete( texture );
 
	 }
 
	 function deallocateRenderTarget( renderTarget ) {
 
		 var renderTargetProperties = properties.get( renderTarget );
		 var textureProperties = properties.get( renderTarget.texture );
 
		 if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
 
		 _gl.deleteTexture( textureProperties.__webglTexture );
 
		 if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
 
			 for ( var i = 0; i < 6; i ++ ) {
 
				 _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				 _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
 
			 }
 
		 } else {
 
			 _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			 _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
 
		 }
 
		 properties.delete( renderTarget.texture );
		 properties.delete( renderTarget );
 
	 }
 
	 function deallocateMaterial( material ) {
 
		 releaseMaterialProgramReference( material );
 
		 properties.delete( material );
 
	 }
 
 
	 function releaseMaterialProgramReference( material ) {
 
		 var programInfo = properties.get( material ).program;
 
		 material.program = undefined;
 
		 if ( programInfo !== undefined ) {
 
			 programCache.releaseProgram( programInfo );
 
		 }
 
	 }
 
	 // Buffer rendering
 
	 this.renderBufferImmediate = function ( object, program, material ) {
 
		 state.initAttributes();
 
		 var buffers = properties.get( object );
 
		 if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		 if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		 if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		 if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
 
		 var attributes = program.getAttributes();
 
		 if ( object.hasPositions ) {
 
			 _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
			 _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
 
			 state.enableAttribute( attributes.position );
			 _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
 
		 }
 
		 if ( object.hasNormals ) {
 
			 _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
 
			 if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
 
				 for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
 
					 var array = object.normalArray;
 
					 var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					 var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					 var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
 
					 array[ i + 0 ] = nx;
					 array[ i + 1 ] = ny;
					 array[ i + 2 ] = nz;
 
					 array[ i + 3 ] = nx;
					 array[ i + 4 ] = ny;
					 array[ i + 5 ] = nz;
 
					 array[ i + 6 ] = nx;
					 array[ i + 7 ] = ny;
					 array[ i + 8 ] = nz;
 
				 }
 
			 }
 
			 _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
 
			 state.enableAttribute( attributes.normal );
 
			 _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
 
		 }
 
		 if ( object.hasUvs && material.map ) {
 
			 _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
			 _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
 
			 state.enableAttribute( attributes.uv );
 
			 _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
 
		 }
 
		 if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
 
			 _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
			 _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
 
			 state.enableAttribute( attributes.color );
 
			 _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
 
		 }
 
		 state.disableUnusedAttributes();
 
		 _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
 
		 object.count = 0;
 
	 };
 
	 this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
 
		 setMaterial( material );
 
		 var program = setProgram( camera, lights, fog, material, object );
 
		 var updateBuffers = false;
		 var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
 
		 if ( geometryProgram !== _currentGeometryProgram ) {
 
			 _currentGeometryProgram = geometryProgram;
			 updateBuffers = true;
 
		 }
 
		 // morph targets
 
		 var morphTargetInfluences = object.morphTargetInfluences;
 
		 if ( morphTargetInfluences !== undefined ) {
 
			 var activeInfluences = [];
 
			 for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
 
				 var influence = morphTargetInfluences[ i ];
				 activeInfluences.push( [ influence, i ] );
 
			 }
 
			 activeInfluences.sort( numericalSort );
 
			 if ( activeInfluences.length > 8 ) {
 
				 activeInfluences.length = 8;
 
			 }
 
			 var morphAttributes = geometry.morphAttributes;
 
			 for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
 
				 var influence = activeInfluences[ i ];
				 morphInfluences[ i ] = influence[ 0 ];
 
				 if ( influence[ 0 ] !== 0 ) {
 
					 var index = influence[ 1 ];
 
					 if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					 if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
 
				 } else {
 
					 if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					 if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
 
				 }
 
			 }
 
			 var uniforms = program.getUniforms();
 
			 if ( uniforms.morphTargetInfluences !== null ) {
 
				 _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
 
			 }
 
			 updateBuffers = true;
 
		 }
 
		 //
 
		 var index = geometry.index;
		 var position = geometry.attributes.position;
 
		 if ( material.wireframe === true ) {
 
			 index = objects.getWireframeAttribute( geometry );
 
		 }
 
		 var renderer;
 
		 if ( index !== null ) {
 
			 renderer = indexedBufferRenderer;
			 renderer.setIndex( index );
 
		 } else {
 
			 renderer = bufferRenderer;
 
		 }
 
		 if ( updateBuffers ) {
 
			 setupVertexAttributes( material, program, geometry );
 
			 if ( index !== null ) {
 
				 _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
 
			 }
 
		 }
 
		 //
 
		 var dataStart = 0;
		 var dataCount = Infinity;
 
		 if ( index !== null ) {
 
			 dataCount = index.count
 
		 } else if ( position !== undefined ) {
 
			 dataCount = position.count;
 
		 }
 
		 var rangeStart = geometry.drawRange.start;
		 var rangeCount = geometry.drawRange.count;
 
		 var groupStart = group !== null ? group.start : 0;
		 var groupCount = group !== null ? group.count : Infinity;
 
		 var drawStart = Math.max( dataStart, rangeStart, groupStart );
		 var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
 
		 var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
 
		 //
 
		 if ( object instanceof THREE.Mesh ) {
 
			 if ( material.wireframe === true ) {
 
				 state.setLineWidth( material.wireframeLinewidth * pixelRatio );
				 renderer.setMode( _gl.LINES );
 
			 } else {
 
				 renderer.setMode( _gl.TRIANGLES );
 
			 }
 
			 if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
 
				 renderer.renderInstances( geometry );
 
			 } else {
 
				 renderer.render( drawStart, drawCount );
 
			 }
 
		 } else if ( object instanceof THREE.Line ) {
 
			 var lineWidth = material.linewidth;
 
			 if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
 
			 state.setLineWidth( lineWidth * pixelRatio );
 
			 if ( object instanceof THREE.LineSegments ) {
 
				 renderer.setMode( _gl.LINES );
 
			 } else {
 
				 renderer.setMode( _gl.LINE_STRIP );
 
			 }
 
			 renderer.render( drawStart, drawCount );
 
		 } else if ( object instanceof THREE.Points ) {
 
			 renderer.setMode( _gl.POINTS );
			 renderer.render( drawStart, drawCount );
 
		 }
 
	 };
 
	 function setupVertexAttributes( material, program, geometry, startIndex ) {
 
		 var extension;
 
		 if ( geometry instanceof THREE.InstancedBufferGeometry ) {
 
			 extension = extensions.get( 'ANGLE_instanced_arrays' );
 
			 if ( extension === null ) {
 
				 console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				 return;
 
			 }
 
		 }
 
		 if ( startIndex === undefined ) startIndex = 0;
 
		 state.initAttributes();
 
		 var geometryAttributes = geometry.attributes;
 
		 var programAttributes = program.getAttributes();
 
		 var materialDefaultAttributeValues = material.defaultAttributeValues;
 
		 for ( var name in programAttributes ) {
 
			 var programAttribute = programAttributes[ name ];
 
			 if ( programAttribute >= 0 ) {
 
				 var geometryAttribute = geometryAttributes[ name ];
 
				 if ( geometryAttribute !== undefined ) {
 
					 var size = geometryAttribute.itemSize;
					 var buffer = objects.getAttributeBuffer( geometryAttribute );
 
					 if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
 
						 var data = geometryAttribute.data;
						 var stride = data.stride;
						 var offset = geometryAttribute.offset;
 
						 if ( data instanceof THREE.InstancedInterleavedBuffer ) {
 
							 state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
 
							 if ( geometry.maxInstancedCount === undefined ) {
 
								 geometry.maxInstancedCount = data.meshPerAttribute * data.count;
 
							 }
 
						 } else {
 
							 state.enableAttribute( programAttribute );
 
						 }
 
						 _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
						 _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
 
					 } else {
 
						 if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
 
							 state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
 
							 if ( geometry.maxInstancedCount === undefined ) {
 
								 geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
 
							 }
 
						 } else {
 
							 state.enableAttribute( programAttribute );
 
						 }
 
						 _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
						 _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
 
					 }
 
				 } else if ( materialDefaultAttributeValues !== undefined ) {
 
					 var value = materialDefaultAttributeValues[ name ];
 
					 if ( value !== undefined ) {
 
						 switch ( value.length ) {
 
							 case 2:
								 _gl.vertexAttrib2fv( programAttribute, value );
								 break;
 
							 case 3:
								 _gl.vertexAttrib3fv( programAttribute, value );
								 break;
 
							 case 4:
								 _gl.vertexAttrib4fv( programAttribute, value );
								 break;
 
							 default:
								 _gl.vertexAttrib1fv( programAttribute, value );
 
						 }
 
					 }
 
				 }
 
			 }
 
		 }
 
		 state.disableUnusedAttributes();
 
	 }
 
	 // Sorting
 
	 function numericalSort ( a, b ) {
 
		 return b[ 0 ] - a[ 0 ];
 
	 }
 
	 function painterSortStable ( a, b ) {
 
		 if ( a.object.renderOrder !== b.object.renderOrder ) {
 
			 return a.object.renderOrder - b.object.renderOrder;
 
		 } else if ( a.material.id !== b.material.id ) {
 
			 return a.material.id - b.material.id;
 
		 } else if ( a.z !== b.z ) {
 
			 return a.z - b.z;
 
		 } else {
 
			 return a.id - b.id;
 
		 }
 
	 }
 
	 function reversePainterSortStable ( a, b ) {
 
		 if ( a.object.renderOrder !== b.object.renderOrder ) {
 
			 return a.object.renderOrder - b.object.renderOrder;
 
		 } if ( a.z !== b.z ) {
 
			 return b.z - a.z;
 
		 } else {
 
			 return a.id - b.id;
 
		 }
 
	 }
 
	 // Rendering
 
	 this.render = function ( scene, camera, renderTarget, forceClear ) {
 
		 if ( camera instanceof THREE.Camera === false ) {
 
			 console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			 return;
 
		 }
 
		 var fog = scene.fog;
 
		 // reset caching for this frame
 
		 _currentGeometryProgram = '';
		 _currentMaterialId = - 1;
		 _currentCamera = null;
		 _lightsNeedUpdate = true;
 
		 // update scene graph
 
		 if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
 
		 // update camera matrices and frustum
 
		 if ( camera.parent === null ) camera.updateMatrixWorld();
 
		 camera.matrixWorldInverse.getInverse( camera.matrixWorld );
 
		 _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		 _frustum.setFromMatrix( _projScreenMatrix );
 
		 lights.length = 0;
 
		 opaqueObjectsLastIndex = - 1;
		 transparentObjectsLastIndex = - 1;
 
		 sprites.length = 0;
		 lensFlares.length = 0;
 
		 projectObject( scene, camera );
 
		 opaqueObjects.length = opaqueObjectsLastIndex + 1;
		 transparentObjects.length = transparentObjectsLastIndex + 1;
 
		 if ( _this.sortObjects === true ) {
 
			 opaqueObjects.sort( painterSortStable );
			 transparentObjects.sort( reversePainterSortStable );
 
		 }
 
		 //
 
		 shadowMap.render( scene );
 
		 //
 
		 _infoRender.calls = 0;
		 _infoRender.vertices = 0;
		 _infoRender.faces = 0;
		 _infoRender.points = 0;
 
		 this.setRenderTarget( renderTarget );
 
		 if ( this.autoClear || forceClear ) {
 
			 this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
 
		 }
 
		 //
 
		 if ( scene.overrideMaterial ) {
 
			 var overrideMaterial = scene.overrideMaterial;
 
			 renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			 renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
 
		 } else {
 
			 // opaque pass (front-to-back order)
 
			 state.setBlending( THREE.NoBlending );
			 renderObjects( opaqueObjects, camera, lights, fog );
 
			 // transparent pass (back-to-front order)
 
			 renderObjects( transparentObjects, camera, lights, fog );
 
		 }
 
		 // custom render plugins (post pass)
 
		 spritePlugin.render( scene, camera );
		 lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
 
		 // Generate mipmap if we're using any kind of mipmap filtering
 
		 if ( renderTarget ) {
 
			 var texture = renderTarget.texture;
			 var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
			 if ( texture.generateMipmaps && isTargetPowerOfTwo && texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
 
					updateRenderTargetMipmap( renderTarget );
 
			 }
 
		 }
 
		 // Ensure depth buffer writing is enabled so it can be cleared on next render
 
		 state.setDepthTest( true );
		 state.setDepthWrite( true );
		 state.setColorWrite( true );
 
		 // _gl.finish();
 
	 };
 
	 function pushRenderItem( object, geometry, material, z, group ) {
 
		 var array, index;
 
		 // allocate the next position in the appropriate array
 
		 if ( material.transparent ) {
 
			 array = transparentObjects;
			 index = ++ transparentObjectsLastIndex;
 
		 } else {
 
			 array = opaqueObjects;
			 index = ++ opaqueObjectsLastIndex;
 
		 }
 
		 // recycle existing render item or grow the array
 
		 var renderItem = array[ index ];
 
		 if ( renderItem !== undefined ) {
 
			 renderItem.id = object.id;
			 renderItem.object = object;
			 renderItem.geometry = geometry;
			 renderItem.material = material;
			 renderItem.z = _vector3.z;
			 renderItem.group = group;
 
		 } else {
 
			 renderItem = {
				 id: object.id,
				 object: object,
				 geometry: geometry,
				 material: material,
				 z: _vector3.z,
				 group: group
			 };
 
			 // assert( index === array.length );
			 array.push( renderItem );
 
		 }
 
	 }
 
	 function projectObject( object, camera ) {
 
		 if ( object.visible === false ) return;
 
		 if ( ( object.channels.mask & camera.channels.mask ) !== 0 ) {
 
			 if ( object instanceof THREE.Light ) {
 
				 lights.push( object );
 
			 } else if ( object instanceof THREE.Sprite ) {
 
				 sprites.push( object );
 
			 } else if ( object instanceof THREE.LensFlare ) {
 
				 lensFlares.push( object );
 
			 } else if ( object instanceof THREE.ImmediateRenderObject ) {
 
				 if ( _this.sortObjects === true ) {
 
					 _vector3.setFromMatrixPosition( object.matrixWorld );
					 _vector3.applyProjection( _projScreenMatrix );
 
				 }
 
				 pushRenderItem( object, null, object.material, _vector3.z, null );
 
			 } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
 
				 if ( object instanceof THREE.SkinnedMesh ) {
 
					 object.skeleton.update();
 
				 }
 
				 if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
 
					 var material = object.material;
 
					 if ( material.visible === true ) {
 
						 if ( _this.sortObjects === true ) {
 
							 _vector3.setFromMatrixPosition( object.matrixWorld );
							 _vector3.applyProjection( _projScreenMatrix );
 
						 }
 
						 var geometry = objects.update( object );
 
						 if ( material instanceof THREE.MeshFaceMaterial ) {
 
							 var groups = geometry.groups;
							 var materials = material.materials;
 
							 for ( var i = 0, l = groups.length; i < l; i ++ ) {
 
								 var group = groups[ i ];
								 var groupMaterial = materials[ group.materialIndex ];
 
								 if ( groupMaterial.visible === true ) {
 
									 pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
 
								 }
 
							 }
 
						 } else {
 
							 pushRenderItem( object, geometry, material, _vector3.z, null );
 
						 }
 
					 }
 
				 }
 
			 }
 
		 }
 
		 var children = object.children;
 
		 for ( var i = 0, l = children.length; i < l; i ++ ) {
 
			 projectObject( children[ i ], camera );
 
		 }
 
	 }
 
	 function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
 
		 for ( var i = 0, l = renderList.length; i < l; i ++ ) {
 
			 var renderItem = renderList[ i ];
 
			 var object = renderItem.object;
			 var geometry = renderItem.geometry;
			 var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			 var group = renderItem.group;
 
			 object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			 object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
 
			 if ( object instanceof THREE.ImmediateRenderObject ) {
 
				 setMaterial( material );
 
				 var program = setProgram( camera, lights, fog, material, object );
 
				 _currentGeometryProgram = '';
 
				 object.render( function ( object ) {
 
					 _this.renderBufferImmediate( object, program, material );
 
				 } );
 
			 } else {
 
				 _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
 
			 }
 
		 }
 
	 }
 
	 function initMaterial( material, lights, fog, object ) {
 
		 var materialProperties = properties.get( material );
 
		 var parameters = programCache.getParameters( material, lights, fog, object );
		 var code = programCache.getProgramCode( material, parameters );
 
		 var program = materialProperties.program;
		 var programChange = true;
 
		 if ( program === undefined ) {
 
			 // new material
			 material.addEventListener( 'dispose', onMaterialDispose );
 
		 } else if ( program.code !== code ) {
 
			 // changed glsl or parameters
			 releaseMaterialProgramReference( material );
 
		 } else if ( parameters.shaderID !== undefined ) {
 
			 // same glsl and uniform list
			 return;
 
		 } else {
 
			 // only rebuild uniform list
			 programChange = false;
 
		 }
 
		 if ( programChange ) {
 
			 if ( parameters.shaderID ) {
 
				 var shader = THREE.ShaderLib[ parameters.shaderID ];
 
				 materialProperties.__webglShader = {
					 name: material.type,
					 uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
					 vertexShader: shader.vertexShader,
					 fragmentShader: shader.fragmentShader
				 };
 
			 } else {
 
				 materialProperties.__webglShader = {
					 name: material.type,
					 uniforms: material.uniforms,
					 vertexShader: material.vertexShader,
					 fragmentShader: material.fragmentShader
				 };
 
			 }
 
			 material.__webglShader = materialProperties.__webglShader;
 
			 program = programCache.acquireProgram( material, parameters, code );
 
			 materialProperties.program = program;
			 material.program = program;
 
		 }
 
		 var attributes = program.getAttributes();
 
		 if ( material.morphTargets ) {
 
			 material.numSupportedMorphTargets = 0;
 
			 for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
 
				 if ( attributes[ 'morphTarget' + i ] >= 0 ) {
 
					 material.numSupportedMorphTargets ++;
 
				 }
 
			 }
 
		 }
 
		 if ( material.morphNormals ) {
 
			 material.numSupportedMorphNormals = 0;
 
			 for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
 
				 if ( attributes[ 'morphNormal' + i ] >= 0 ) {
 
					 material.numSupportedMorphNormals ++;
 
				 }
 
			 }
 
		 }
 
		 materialProperties.uniformsList = [];
 
		 var uniformLocations = materialProperties.program.getUniforms();
 
		 for ( var u in materialProperties.__webglShader.uniforms ) {
 
			 var location = uniformLocations[ u ];
 
			 if ( location ) {
 
				 materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
 
			 }
 
		 }
 
	 }
 
	 function setMaterial( material ) {
 
		 setMaterialFaces( material );
 
		 if ( material.transparent === true ) {
 
			 state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
 
		 } else {
 
			 state.setBlending( THREE.NoBlending );
 
		 }
 
		 state.setDepthFunc( material.depthFunc );
		 state.setDepthTest( material.depthTest );
		 state.setDepthWrite( material.depthWrite );
		 state.setColorWrite( material.colorWrite );
		 state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
 
	 }
 
	 function setMaterialFaces( material ) {
 
		 material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
		 state.setFlipSided( material.side === THREE.BackSide );
 
	 }
 
	 function setProgram( camera, lights, fog, material, object ) {
 
		 _usedTextureUnits = 0;
 
		 var materialProperties = properties.get( material );
 
		 if ( material.needsUpdate || ! materialProperties.program ) {
 
			 initMaterial( material, lights, fog, object );
			 material.needsUpdate = false;
 
		 }
 
		 var refreshProgram = false;
		 var refreshMaterial = false;
		 var refreshLights = false;
 
		 var program = materialProperties.program,
			 p_uniforms = program.getUniforms(),
			 m_uniforms = materialProperties.__webglShader.uniforms;
 
		 if ( program.id !== _currentProgram ) {
 
			 _gl.useProgram( program.program );
			 _currentProgram = program.id;
 
			 refreshProgram = true;
			 refreshMaterial = true;
			 refreshLights = true;
 
		 }
 
		 if ( material.id !== _currentMaterialId ) {
 
			 if ( _currentMaterialId === - 1 ) refreshLights = true;
			 _currentMaterialId = material.id;
 
			 refreshMaterial = true;
 
		 }
 
		 if ( refreshProgram || camera !== _currentCamera ) {
 
			 _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
 
			 if ( capabilities.logarithmicDepthBuffer ) {
 
				 _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
 
			 }
 
 
			 if ( camera !== _currentCamera ) _currentCamera = camera;
 
			 // load material specific uniforms
			 // (shader material also gets them for the sake of genericity)
 
			 if ( material instanceof THREE.ShaderMaterial ||
					material instanceof THREE.MeshPhongMaterial ||
					material.envMap ) {
 
				 if ( p_uniforms.cameraPosition !== undefined ) {
 
					 _vector3.setFromMatrixPosition( camera.matrixWorld );
					 _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
 
				 }
 
			 }
 
			 if ( material instanceof THREE.MeshPhongMaterial ||
					material instanceof THREE.MeshLambertMaterial ||
					material instanceof THREE.MeshBasicMaterial ||
					material instanceof THREE.ShaderMaterial ||
					material.skinning ) {
 
				 if ( p_uniforms.viewMatrix !== undefined ) {
 
					 _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
 
				 }
 
			 }
 
		 }
 
		 // skinning uniforms must be set even if material didn't change
		 // auto-setting of texture unit for bone texture must go before other textures
		 // not sure why, but otherwise weird things happen
 
		 if ( material.skinning ) {
 
			 if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
 
				 _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
 
			 }
 
			 if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
 
				 _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
 
			 }
 
			 if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
 
				 if ( p_uniforms.boneTexture !== undefined ) {
 
					 var textureUnit = getTextureUnit();
 
					 _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
					 _this.setTexture( object.skeleton.boneTexture, textureUnit );
 
				 }
 
				 if ( p_uniforms.boneTextureWidth !== undefined ) {
 
					 _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
 
				 }
 
				 if ( p_uniforms.boneTextureHeight !== undefined ) {
 
					 _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
 
				 }
 
			 } else if ( object.skeleton && object.skeleton.boneMatrices ) {
 
				 if ( p_uniforms.boneGlobalMatrices !== undefined ) {
 
					 _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
 
				 }
 
			 }
 
		 }
 
		 if ( refreshMaterial ) {
 
			 // refresh uniforms common to several materials
 
			 if ( fog && material.fog ) {
 
				 refreshUniformsFog( m_uniforms, fog );
 
			 }
 
			 if ( material instanceof THREE.MeshPhongMaterial ||
					material instanceof THREE.MeshLambertMaterial ||
					material.lights ) {
 
				 if ( _lightsNeedUpdate ) {
 
					 refreshLights = true;
					 setupLights( lights, camera );
					 _lightsNeedUpdate = false;
 
				 }
 
				 if ( refreshLights ) {
 
					 refreshUniformsLights( m_uniforms, _lights );
					 markUniformsLightsNeedsUpdate( m_uniforms, true );
 
				 } else {
 
					 markUniformsLightsNeedsUpdate( m_uniforms, false );
 
				 }
 
			 }
 
			 if ( material instanceof THREE.MeshBasicMaterial ||
					material instanceof THREE.MeshLambertMaterial ||
					material instanceof THREE.MeshPhongMaterial ) {
 
				 refreshUniformsCommon( m_uniforms, material );
 
			 }
 
			 // refresh single material specific uniforms
 
			 if ( material instanceof THREE.LineBasicMaterial ) {
 
				 refreshUniformsLine( m_uniforms, material );
 
			 } else if ( material instanceof THREE.LineDashedMaterial ) {
 
				 refreshUniformsLine( m_uniforms, material );
				 refreshUniformsDash( m_uniforms, material );
 
			 } else if ( material instanceof THREE.PointsMaterial ) {
 
				 refreshUniformsParticle( m_uniforms, material );
 
			 } else if ( material instanceof THREE.MeshPhongMaterial ) {
 
				 refreshUniformsPhong( m_uniforms, material );
 
			 } else if ( material instanceof THREE.MeshDepthMaterial ) {
 
				 m_uniforms.mNear.value = camera.near;
				 m_uniforms.mFar.value = camera.far;
				 m_uniforms.opacity.value = material.opacity;
 
			 } else if ( material instanceof THREE.MeshNormalMaterial ) {
 
				 m_uniforms.opacity.value = material.opacity;
 
			 }
 
			 if ( object.receiveShadow && ! material._shadowPass ) {
 
				 refreshUniformsShadow( m_uniforms, lights, camera );
 
			 }
 
			 // load common uniforms
 
			 loadUniformsGeneric( materialProperties.uniformsList );
 
		 }
 
		 loadUniformsMatrices( p_uniforms, object );
 
		 if ( p_uniforms.modelMatrix !== undefined ) {
 
			 _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
 
		 }
 
		 return program;
 
	 }
 
	 // Uniforms (refresh uniforms objects)
 
	 function refreshUniformsCommon ( uniforms, material ) {
 
		 uniforms.opacity.value = material.opacity;
 
		 uniforms.diffuse.value = material.color;
 
		 if ( material.emissive ) {
 
			 uniforms.emissive.value = material.emissive;
 
		 }
 
		 uniforms.map.value = material.map;
		 uniforms.specularMap.value = material.specularMap;
		 uniforms.alphaMap.value = material.alphaMap;
 
		 if ( material.aoMap ) {
 
			 uniforms.aoMap.value = material.aoMap;
			 uniforms.aoMapIntensity.value = material.aoMapIntensity;
 
		 }
 
		 // uv repeat and offset setting priorities
		 // 1. color map
		 // 2. specular map
		 // 3. normal map
		 // 4. bump map
		 // 5. alpha map
		 // 6. emissive map
 
		 var uvScaleMap;
 
		 if ( material.map ) {
 
			 uvScaleMap = material.map;
 
		 } else if ( material.specularMap ) {
 
			 uvScaleMap = material.specularMap;
 
		 } else if ( material.displacementMap ) {
 
			 uvScaleMap = material.displacementMap;
 
		 } else if ( material.normalMap ) {
 
			 uvScaleMap = material.normalMap;
 
		 } else if ( material.bumpMap ) {
 
			 uvScaleMap = material.bumpMap;
 
		 } else if ( material.alphaMap ) {
 
			 uvScaleMap = material.alphaMap;
 
		 } else if ( material.emissiveMap ) {
 
			 uvScaleMap = material.emissiveMap;
 
		 }
 
		 if ( uvScaleMap !== undefined ) {
 
			 if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
			 var offset = uvScaleMap.offset;
			 var repeat = uvScaleMap.repeat;
 
			 uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
 
		 }
 
		 uniforms.envMap.value = material.envMap;
		 uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
 
		 uniforms.reflectivity.value = material.reflectivity;
		 uniforms.refractionRatio.value = material.refractionRatio;
 
	 }
 
	 function refreshUniformsLine ( uniforms, material ) {
 
		 uniforms.diffuse.value = material.color;
		 uniforms.opacity.value = material.opacity;
 
	 }
 
	 function refreshUniformsDash ( uniforms, material ) {
 
		 uniforms.dashSize.value = material.dashSize;
		 uniforms.totalSize.value = material.dashSize + material.gapSize;
		 uniforms.scale.value = material.scale;
 
	 }
 
	 function refreshUniformsParticle ( uniforms, material ) {
 
		 uniforms.psColor.value = material.color;
		 uniforms.opacity.value = material.opacity;
		 uniforms.size.value = material.size;
		 uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
 
		 uniforms.map.value = material.map;
 
		 if ( material.map !== null ) {
 
			 var offset = material.map.offset;
			 var repeat = material.map.repeat;
 
			 uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
 
		 }
 
	 }
 
	 function refreshUniformsFog ( uniforms, fog ) {
 
		 uniforms.fogColor.value = fog.color;
 
		 if ( fog instanceof THREE.Fog ) {
 
			 uniforms.fogNear.value = fog.near;
			 uniforms.fogFar.value = fog.far;
 
		 } else if ( fog instanceof THREE.FogExp2 ) {
 
			 uniforms.fogDensity.value = fog.density;
 
		 }
 
	 }
 
	 function refreshUniformsPhong ( uniforms, material ) {
 
		 uniforms.specular.value = material.specular;
		 uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
 
		 if ( material.lightMap ) {
 
			 uniforms.lightMap.value = material.lightMap;
			 uniforms.lightMapIntensity.value = material.lightMapIntensity;
 
		 }
 
		 if ( material.emissiveMap ) {
 
			 uniforms.emissiveMap.value = material.emissiveMap;
 
		 }
 
		 if ( material.bumpMap ) {
 
			 uniforms.bumpMap.value = material.bumpMap;
			 uniforms.bumpScale.value = material.bumpScale;
 
		 }
 
		 if ( material.normalMap ) {
 
			 uniforms.normalMap.value = material.normalMap;
			 uniforms.normalScale.value.copy( material.normalScale );
 
		 }
 
		 if ( material.displacementMap ) {
 
			 uniforms.displacementMap.value = material.displacementMap;
			 uniforms.displacementScale.value = material.displacementScale;
			 uniforms.displacementBias.value = material.displacementBias;
 
		 }
 
	 }
 
	 function refreshUniformsLights ( uniforms, lights ) {
 
		 uniforms.ambientLightColor.value = lights.ambient;
 
		 uniforms.directionalLightColor.value = lights.directional.colors;
		 uniforms.directionalLightDirection.value = lights.directional.positions;
 
		 uniforms.pointLightColor.value = lights.point.colors;
		 uniforms.pointLightPosition.value = lights.point.positions;
		 uniforms.pointLightDistance.value = lights.point.distances;
		 uniforms.pointLightDecay.value = lights.point.decays;
 
		 uniforms.spotLightColor.value = lights.spot.colors;
		 uniforms.spotLightPosition.value = lights.spot.positions;
		 uniforms.spotLightDistance.value = lights.spot.distances;
		 uniforms.spotLightDirection.value = lights.spot.directions;
		 uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		 uniforms.spotLightExponent.value = lights.spot.exponents;
		 uniforms.spotLightDecay.value = lights.spot.decays;
 
		 uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		 uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
		 uniforms.hemisphereLightDirection.value = lights.hemi.positions;
 
	 }
 
	 // If uniforms are marked as clean, they don't need to be loaded to the GPU.
 
	 function markUniformsLightsNeedsUpdate ( uniforms, value ) {
 
		 uniforms.ambientLightColor.needsUpdate = value;
 
		 uniforms.directionalLightColor.needsUpdate = value;
		 uniforms.directionalLightDirection.needsUpdate = value;
 
		 uniforms.pointLightColor.needsUpdate = value;
		 uniforms.pointLightPosition.needsUpdate = value;
		 uniforms.pointLightDistance.needsUpdate = value;
		 uniforms.pointLightDecay.needsUpdate = value;
 
		 uniforms.spotLightColor.needsUpdate = value;
		 uniforms.spotLightPosition.needsUpdate = value;
		 uniforms.spotLightDistance.needsUpdate = value;
		 uniforms.spotLightDirection.needsUpdate = value;
		 uniforms.spotLightAngleCos.needsUpdate = value;
		 uniforms.spotLightExponent.needsUpdate = value;
		 uniforms.spotLightDecay.needsUpdate = value;
 
		 uniforms.hemisphereLightSkyColor.needsUpdate = value;
		 uniforms.hemisphereLightGroundColor.needsUpdate = value;
		 uniforms.hemisphereLightDirection.needsUpdate = value;
 
	 }
 
	 function refreshUniformsShadow ( uniforms, lights, camera ) {
 
		 if ( uniforms.shadowMatrix ) {
 
			 var j = 0;
 
			 for ( var i = 0, il = lights.length; i < il; i ++ ) {
 
				 var light = lights[ i ];
 
				 if ( light.castShadow === true ) {
 
					 if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
 
						 var shadow = light.shadow;
 
						 if ( light instanceof THREE.PointLight ) {
 
							 // for point lights we set the shadow matrix to be a translation-only matrix
							 // equal to inverse of the light's position
							 _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
							 shadow.matrix.identity().setPosition( _vector3 );
 
							 // for point lights we set the sign of the shadowDarkness uniform to be negative
							 uniforms.shadowDarkness.value[ j ] = - shadow.darkness;
 
						 } else {
 
							 uniforms.shadowDarkness.value[ j ] = shadow.darkness;
 
						 }
 
						 uniforms.shadowMatrix.value[ j ] = shadow.matrix;
						 uniforms.shadowMap.value[ j ] = shadow.map;
						 uniforms.shadowMapSize.value[ j ] = shadow.mapSize;
						 uniforms.shadowBias.value[ j ] = shadow.bias;
 
						 j ++;
 
					 }
 
				 }
 
			 }
 
		 }
 
	 }
 
	 // Uniforms (load to GPU)
 
	 function loadUniformsMatrices ( uniforms, object ) {
 
		 _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
 
		 if ( uniforms.normalMatrix ) {
 
			 _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
 
		 }
 
	 }
 
	 function getTextureUnit() {
 
		 var textureUnit = _usedTextureUnits;
 
		 if ( textureUnit >= capabilities.maxTextures ) {
 
			 console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
 
		 }
 
		 _usedTextureUnits += 1;
 
		 return textureUnit;
 
	 }
 
	 function loadUniformsGeneric ( uniforms ) {
 
		 var texture, textureUnit;
 
		 for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
 
			 var uniform = uniforms[ j ][ 0 ];
 
			 // needsUpdate property is not added to all uniforms.
			 if ( uniform.needsUpdate === false ) continue;
 
			 var type = uniform.type;
			 var value = uniform.value;
			 var location = uniforms[ j ][ 1 ];
 
			 switch ( type ) {
 
				 case '1i':
					 _gl.uniform1i( location, value );
					 break;
 
				 case '1f':
					 _gl.uniform1f( location, value );
					 break;
 
				 case '2f':
					 _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
					 break;
 
				 case '3f':
					 _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
					 break;
 
				 case '4f':
					 _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
					 break;
 
				 case '1iv':
					 _gl.uniform1iv( location, value );
					 break;
 
				 case '3iv':
					 _gl.uniform3iv( location, value );
					 break;
 
				 case '1fv':
					 _gl.uniform1fv( location, value );
					 break;
 
				 case '2fv':
					 _gl.uniform2fv( location, value );
					 break;
 
				 case '3fv':
					 _gl.uniform3fv( location, value );
					 break;
 
				 case '4fv':
					 _gl.uniform4fv( location, value );
					 break;
 
				 case 'Matrix3fv':
					 _gl.uniformMatrix3fv( location, false, value );
					 break;
 
				 case 'Matrix4fv':
					 _gl.uniformMatrix4fv( location, false, value );
					 break;
 
				 //
 
				 case 'i':
 
					 // single integer
					 _gl.uniform1i( location, value );
 
					 break;
 
				 case 'f':
 
					 // single float
					 _gl.uniform1f( location, value );
 
					 break;
 
				 case 'v2':
 
					 // single THREE.Vector2
					 _gl.uniform2f( location, value.x, value.y );
 
					 break;
 
				 case 'v3':
 
					 // single THREE.Vector3
					 _gl.uniform3f( location, value.x, value.y, value.z );
 
					 break;
 
				 case 'v4':
 
					 // single THREE.Vector4
					 _gl.uniform4f( location, value.x, value.y, value.z, value.w );
 
					 break;
 
				 case 'c':
 
					 // single THREE.Color
					 _gl.uniform3f( location, value.r, value.g, value.b );
 
					 break;
 
				 case 'iv1':
 
					 // flat array of integers (JS or typed array)
					 _gl.uniform1iv( location, value );
 
					 break;
 
				 case 'iv':
 
					 // flat array of integers with 3 x N size (JS or typed array)
					 _gl.uniform3iv( location, value );
 
					 break;
 
				 case 'fv1':
 
					 // flat array of floats (JS or typed array)
					 _gl.uniform1fv( location, value );
 
					 break;
 
				 case 'fv':
 
					 // flat array of floats with 3 x N size (JS or typed array)
					 _gl.uniform3fv( location, value );
 
					 break;
 
				 case 'v2v':
 
					 // array of THREE.Vector2
 
					 if ( uniform._array === undefined ) {
 
						 uniform._array = new Float32Array( 2 * value.length );
 
					 }
 
					 for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
 
						 uniform._array[ i2 + 0 ] = value[ i ].x;
						 uniform._array[ i2 + 1 ] = value[ i ].y;
 
					 }
 
					 _gl.uniform2fv( location, uniform._array );
 
					 break;
 
				 case 'v3v':
 
					 // array of THREE.Vector3
 
					 if ( uniform._array === undefined ) {
 
						 uniform._array = new Float32Array( 3 * value.length );
 
					 }
 
					 for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
 
						 uniform._array[ i3 + 0 ] = value[ i ].x;
						 uniform._array[ i3 + 1 ] = value[ i ].y;
						 uniform._array[ i3 + 2 ] = value[ i ].z;
 
					 }
 
					 _gl.uniform3fv( location, uniform._array );
 
					 break;
 
				 case 'v4v':
 
					 // array of THREE.Vector4
 
					 if ( uniform._array === undefined ) {
 
						 uniform._array = new Float32Array( 4 * value.length );
 
					 }
 
					 for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
 
						 uniform._array[ i4 + 0 ] = value[ i ].x;
						 uniform._array[ i4 + 1 ] = value[ i ].y;
						 uniform._array[ i4 + 2 ] = value[ i ].z;
						 uniform._array[ i4 + 3 ] = value[ i ].w;
 
					 }
 
					 _gl.uniform4fv( location, uniform._array );
 
					 break;
 
				 case 'm3':
 
					 // single THREE.Matrix3
					 _gl.uniformMatrix3fv( location, false, value.elements );
 
					 break;
 
				 case 'm3v':
 
					 // array of THREE.Matrix3
 
					 if ( uniform._array === undefined ) {
 
						 uniform._array = new Float32Array( 9 * value.length );
 
					 }
 
					 for ( var i = 0, il = value.length; i < il; i ++ ) {
 
						 value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
 
					 }
 
					 _gl.uniformMatrix3fv( location, false, uniform._array );
 
					 break;
 
				 case 'm4':
 
					 // single THREE.Matrix4
					 _gl.uniformMatrix4fv( location, false, value.elements );
 
					 break;
 
				 case 'm4v':
 
					 // array of THREE.Matrix4
 
					 if ( uniform._array === undefined ) {
 
						 uniform._array = new Float32Array( 16 * value.length );
 
					 }
 
					 for ( var i = 0, il = value.length; i < il; i ++ ) {
 
						 value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
 
					 }
 
					 _gl.uniformMatrix4fv( location, false, uniform._array );
 
					 break;
 
				 case 't':
 
					 // single THREE.Texture (2d or cube)
 
					 texture = value;
					 textureUnit = getTextureUnit();
 
					 _gl.uniform1i( location, textureUnit );
 
					 if ( ! texture ) continue;
 
					 if ( texture instanceof THREE.CubeTexture ||
							( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
 
						 // CompressedTexture can have Array in image :/
 
						 setCubeTexture( texture, textureUnit );
 
					 } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
 
						 setCubeTextureDynamic( texture.texture, textureUnit );
 
					 } else if ( texture instanceof THREE.WebGLRenderTarget ) {
 
						 _this.setTexture( texture.texture, textureUnit );
 
					 } else {
 
						 _this.setTexture( texture, textureUnit );
 
					 }
 
					 break;
 
				 case 'tv':
 
					 // array of THREE.Texture (2d or cube)
 
					 if ( uniform._array === undefined ) {
 
						 uniform._array = [];
 
					 }
 
					 for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
 
						 uniform._array[ i ] = getTextureUnit();
 
					 }
 
					 _gl.uniform1iv( location, uniform._array );
 
					 for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
 
						 texture = uniform.value[ i ];
						 textureUnit = uniform._array[ i ];
 
						 if ( ! texture ) continue;
 
						 if ( texture instanceof THREE.CubeTexture ||
								( texture.image instanceof Array && texture.image.length === 6 ) ) {
 
							 // CompressedTexture can have Array in image :/
 
							 setCubeTexture( texture, textureUnit );
 
						 } else if ( texture instanceof THREE.WebGLRenderTarget ) {
 
							 _this.setTexture( texture.texture, textureUnit );
 
						 } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
 
							 setCubeTextureDynamic( texture.texture, textureUnit );
 
						 } else {
 
							 _this.setTexture( texture, textureUnit );
 
						 }
 
					 }
 
					 break;
 
				 default:
 
					 console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
 
			 }
 
		 }
 
	 }
 
	 function setColorLinear( array, offset, color, intensity ) {
 
		 array[ offset + 0 ] = color.r * intensity;
		 array[ offset + 1 ] = color.g * intensity;
		 array[ offset + 2 ] = color.b * intensity;
 
	 }
 
	 function setupLights ( lights, camera ) {
 
		 var l, ll, light,
		 r = 0, g = 0, b = 0,
		 color, skyColor, groundColor,
		 intensity,
		 distance,
 
		 zlights = _lights,
 
		 viewMatrix = camera.matrixWorldInverse,
 
		 dirColors = zlights.directional.colors,
		 dirPositions = zlights.directional.positions,
 
		 pointColors = zlights.point.colors,
		 pointPositions = zlights.point.positions,
		 pointDistances = zlights.point.distances,
		 pointDecays = zlights.point.decays,
 
		 spotColors = zlights.spot.colors,
		 spotPositions = zlights.spot.positions,
		 spotDistances = zlights.spot.distances,
		 spotDirections = zlights.spot.directions,
		 spotAnglesCos = zlights.spot.anglesCos,
		 spotExponents = zlights.spot.exponents,
		 spotDecays = zlights.spot.decays,
 
		 hemiSkyColors = zlights.hemi.skyColors,
		 hemiGroundColors = zlights.hemi.groundColors,
		 hemiPositions = zlights.hemi.positions,
 
		 dirLength = 0,
		 pointLength = 0,
		 spotLength = 0,
		 hemiLength = 0,
 
		 dirCount = 0,
		 pointCount = 0,
		 spotCount = 0,
		 hemiCount = 0,
 
		 dirOffset = 0,
		 pointOffset = 0,
		 spotOffset = 0,
		 hemiOffset = 0;
 
		 for ( l = 0, ll = lights.length; l < ll; l ++ ) {
 
			 light = lights[ l ];
 
			 color = light.color;
			 intensity = light.intensity;
			 distance = light.distance;
 
			 if ( light instanceof THREE.AmbientLight ) {
 
				 if ( ! light.visible ) continue;
 
				 r += color.r;
				 g += color.g;
				 b += color.b;
 
			 } else if ( light instanceof THREE.DirectionalLight ) {
 
				 dirCount += 1;
 
				 if ( ! light.visible ) continue;
 
				 _direction.setFromMatrixPosition( light.matrixWorld );
				 _vector3.setFromMatrixPosition( light.target.matrixWorld );
				 _direction.sub( _vector3 );
				 _direction.transformDirection( viewMatrix );
 
				 dirOffset = dirLength * 3;
 
				 dirPositions[ dirOffset + 0 ] = _direction.x;
				 dirPositions[ dirOffset + 1 ] = _direction.y;
				 dirPositions[ dirOffset + 2 ] = _direction.z;
 
				 setColorLinear( dirColors, dirOffset, color, intensity );
 
				 dirLength += 1;
 
			 } else if ( light instanceof THREE.PointLight ) {
 
				 pointCount += 1;
 
				 if ( ! light.visible ) continue;
 
				 pointOffset = pointLength * 3;
 
				 setColorLinear( pointColors, pointOffset, color, intensity );
 
				 _vector3.setFromMatrixPosition( light.matrixWorld );
				 _vector3.applyMatrix4( viewMatrix );
 
				 pointPositions[ pointOffset + 0 ] = _vector3.x;
				 pointPositions[ pointOffset + 1 ] = _vector3.y;
				 pointPositions[ pointOffset + 2 ] = _vector3.z;
 
				 // distance is 0 if decay is 0, because there is no attenuation at all.
				 pointDistances[ pointLength ] = distance;
				 pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
 
				 pointLength += 1;
 
			 } else if ( light instanceof THREE.SpotLight ) {
 
				 spotCount += 1;
 
				 if ( ! light.visible ) continue;
 
				 spotOffset = spotLength * 3;
 
				 setColorLinear( spotColors, spotOffset, color, intensity );
 
				 _direction.setFromMatrixPosition( light.matrixWorld );
				 _vector3.copy( _direction ).applyMatrix4( viewMatrix );
 
				 spotPositions[ spotOffset + 0 ] = _vector3.x;
				 spotPositions[ spotOffset + 1 ] = _vector3.y;
				 spotPositions[ spotOffset + 2 ] = _vector3.z;
 
				 spotDistances[ spotLength ] = distance;
 
				 _vector3.setFromMatrixPosition( light.target.matrixWorld );
				 _direction.sub( _vector3 );
				 _direction.transformDirection( viewMatrix );
 
				 spotDirections[ spotOffset + 0 ] = _direction.x;
				 spotDirections[ spotOffset + 1 ] = _direction.y;
				 spotDirections[ spotOffset + 2 ] = _direction.z;
 
				 spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				 spotExponents[ spotLength ] = light.exponent;
				 spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
 
				 spotLength += 1;
 
			 } else if ( light instanceof THREE.HemisphereLight ) {
 
				 hemiCount += 1;
 
				 if ( ! light.visible ) continue;
 
				 _direction.setFromMatrixPosition( light.matrixWorld );
				 _direction.transformDirection( viewMatrix );
 
				 hemiOffset = hemiLength * 3;
 
				 hemiPositions[ hemiOffset + 0 ] = _direction.x;
				 hemiPositions[ hemiOffset + 1 ] = _direction.y;
				 hemiPositions[ hemiOffset + 2 ] = _direction.z;
 
				 skyColor = light.color;
				 groundColor = light.groundColor;
 
				 setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				 setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
 
				 hemiLength += 1;
 
			 }
 
		 }
 
		 // null eventual remains from removed lights
		 // (this is to avoid if in shader)
 
		 for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		 for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		 for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		 for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		 for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
 
		 zlights.directional.length = dirLength;
		 zlights.point.length = pointLength;
		 zlights.spot.length = spotLength;
		 zlights.hemi.length = hemiLength;
 
		 zlights.ambient[ 0 ] = r;
		 zlights.ambient[ 1 ] = g;
		 zlights.ambient[ 2 ] = b;
 
	 }
 
	 // GL state setting
 
	 this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
 
		 if ( cullFace === THREE.CullFaceNone ) {
 
			 state.disable( _gl.CULL_FACE );
 
		 } else {
 
			 if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
 
				 _gl.frontFace( _gl.CW );
 
			 } else {
 
				 _gl.frontFace( _gl.CCW );
 
			 }
 
			 if ( cullFace === THREE.CullFaceBack ) {
 
				 _gl.cullFace( _gl.BACK );
 
			 } else if ( cullFace === THREE.CullFaceFront ) {
 
				 _gl.cullFace( _gl.FRONT );
 
			 } else {
 
				 _gl.cullFace( _gl.FRONT_AND_BACK );
 
			 }
 
			 state.enable( _gl.CULL_FACE );
 
		 }
 
	 };
 
	 // Textures
 
	 function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
 
		 var extension;
 
		 if ( isImagePowerOfTwo ) {
 
			 _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			 _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
 
			 _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			 _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
 
		 } else {
 
			 _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			 _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
 
			 if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
 
				 console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
 
			 }
 
			 _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			 _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
 
			 if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
 
				 console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
 
			 }
 
		 }
 
		 extension = extensions.get( 'EXT_texture_filter_anisotropic' );
 
		 if ( extension ) {
 
			 if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
			 if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
 
			 if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
 
				 _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
				 properties.get( texture ).__currentAnisotropy = texture.anisotropy;
 
			 }
 
		 }
 
	 }
 
	 function uploadTexture( textureProperties, texture, slot ) {
 
		 if ( textureProperties.__webglInit === undefined ) {
 
			 textureProperties.__webglInit = true;
 
			 texture.addEventListener( 'dispose', onTextureDispose );
 
			 textureProperties.__webglTexture = _gl.createTexture();
 
			 _infoMemory.textures ++;
 
		 }
 
		 state.activeTexture( _gl.TEXTURE0 + slot );
		 state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
 
		 _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		 _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		 _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
 
		 texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
 
		 if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false ) {
 
			 texture.image = makePowerOfTwo( texture.image );
 
		 }
 
		 var image = texture.image,
		 isImagePowerOfTwo = isPowerOfTwo( image ),
		 glFormat = paramThreeToGL( texture.format ),
		 glType = paramThreeToGL( texture.type );
 
		 setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
 
		 var mipmap, mipmaps = texture.mipmaps;
 
		 if ( texture instanceof THREE.DataTexture ) {
 
			 // use manually created mipmaps if available
			 // if there are no manual mipmaps
			 // set 0 level mipmap and then use GL to generate other mipmap levels
 
			 if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
 
				 for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 
					 mipmap = mipmaps[ i ];
					 state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
 
				 }
 
				 texture.generateMipmaps = false;
 
			 } else {
 
				 state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
 
			 }
 
		 } else if ( texture instanceof THREE.CompressedTexture ) {
 
			 for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 
				 mipmap = mipmaps[ i ];
 
				 if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
 
					 if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
 
						 state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
 
					 } else {
 
						 console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
 
					 }
 
				 } else {
 
					 state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
 
				 }
 
			 }
 
		 } else {
 
			 // regular Texture (image, video, canvas)
 
			 // use manually created mipmaps if available
			 // if there are no manual mipmaps
			 // set 0 level mipmap and then use GL to generate other mipmap levels
 
			 if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
 
				 for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 
					 mipmap = mipmaps[ i ];
					 state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
 
				 }
 
				 texture.generateMipmaps = false;
 
			 } else {
 
				 state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
 
			 }
 
		 }
 
		 if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
 
		 textureProperties.__version = texture.version;
 
		 if ( texture.onUpdate ) texture.onUpdate( texture );
 
	 }
 
	 this.setTexture = function ( texture, slot ) {
 
		 var textureProperties = properties.get( texture );
 
		 if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
 
			 var image = texture.image;
 
			 if ( image === undefined ) {
 
				 console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
				 return;
 
			 }
 
			 if ( image.complete === false ) {
 
				 console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
				 return;
 
			 }
 
			 uploadTexture( textureProperties, texture, slot );
 
			 return;
 
		 }
 
		 state.activeTexture( _gl.TEXTURE0 + slot );
		 state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
 
	 };
 
	 function clampToMaxSize ( image, maxSize ) {
 
		 if ( image.width > maxSize || image.height > maxSize ) {
 
			 // Warning: Scaling through the canvas will only work with images that use
			 // premultiplied alpha.
 
			 var scale = maxSize / Math.max( image.width, image.height );
 
			 var canvas = document.createElement( 'canvas' );
			 canvas.width = Math.floor( image.width * scale );
			 canvas.height = Math.floor( image.height * scale );
 
			 var context = canvas.getContext( '2d' );
			 context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
 
			 console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
 
			 return canvas;
 
		 }
 
		 return image;
 
	 }
 
	 function isPowerOfTwo( image ) {
 
		 return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
 
	 }
 
	 function textureNeedsPowerOfTwo( texture ) {
 
		 if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
		 if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
 
		 return false;
 
	 }
 
	 function makePowerOfTwo( image ) {
 
		 if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
 
			 var canvas = document.createElement( 'canvas' );
			 canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
			 canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
 
			 var context = canvas.getContext( '2d' );
			 context.drawImage( image, 0, 0, canvas.width, canvas.height );
 
			 console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
 
			 return canvas;
 
		 }
 
		 return image;
 
	 }
 
	 function setCubeTexture ( texture, slot ) {
 
		 var textureProperties = properties.get( texture );
 
		 if ( texture.image.length === 6 ) {
 
			 if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
 
				 if ( ! textureProperties.__image__webglTextureCube ) {
 
					 texture.addEventListener( 'dispose', onTextureDispose );
 
					 textureProperties.__image__webglTextureCube = _gl.createTexture();
 
					 _infoMemory.textures ++;
 
				 }
 
				 state.activeTexture( _gl.TEXTURE0 + slot );
				 state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
 
				 _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
 
				 var isCompressed = texture instanceof THREE.CompressedTexture;
				 var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
 
				 var cubeImage = [];
 
				 for ( var i = 0; i < 6; i ++ ) {
 
					 if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
 
						 cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
 
					 } else {
 
						 cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
 
					 }
 
				 }
 
				 var image = cubeImage[ 0 ],
				 isImagePowerOfTwo = isPowerOfTwo( image ),
				 glFormat = paramThreeToGL( texture.format ),
				 glType = paramThreeToGL( texture.type );
 
				 setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
 
				 for ( var i = 0; i < 6; i ++ ) {
 
					 if ( ! isCompressed ) {
 
						 if ( isDataTexture ) {
 
							 state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
 
						 } else {
 
							 state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
 
						 }
 
					 } else {
 
						 var mipmap, mipmaps = cubeImage[ i ].mipmaps;
 
						 for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
 
							 mipmap = mipmaps[ j ];
 
							 if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
 
								 if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
 
									 state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
 
								 } else {
 
									 console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
 
								 }
 
							 } else {
 
								 state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
 
							 }
 
						 }
 
					 }
 
				 }
 
				 if ( texture.generateMipmaps && isImagePowerOfTwo ) {
 
					 _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
 
				 }
 
				 textureProperties.__version = texture.version;
 
				 if ( texture.onUpdate ) texture.onUpdate( texture );
 
			 } else {
 
				 state.activeTexture( _gl.TEXTURE0 + slot );
				 state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
 
			 }
 
		 }
 
	 }
 
	 function setCubeTextureDynamic ( texture, slot ) {
 
		 state.activeTexture( _gl.TEXTURE0 + slot );
		 state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
 
	 }
 
	 // Render targets
 
	 function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
 
		 _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		 _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
 
	 }
 
	 function setupRenderBuffer ( renderbuffer, renderTarget ) {
 
		 _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
 
		 if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
 
			 _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			 _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
 
		 /* For some reason this is not working. Defaulting to RGBA4.
		 } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
 
			 _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			 _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		 */
 
		 } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
 
			 _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			 _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
 
		 } else {
 
			 _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
 
		 }
 
	 }
 
	 this.setRenderTarget = function ( renderTarget ) {
 
		 var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
 
		 if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
 
			 var renderTargetProperties = properties.get( renderTarget );
			 var textureProperties = properties.get( renderTarget.texture );
 
			 if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			 if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
 
			 renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
 
			 textureProperties.__webglTexture = _gl.createTexture();
 
			 _infoMemory.textures ++;
 
			 // Setup texture, create render and frame buffers
 
			 var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ),
				 glFormat = paramThreeToGL( renderTarget.texture.format ),
				 glType = paramThreeToGL( renderTarget.texture.type );
 
			 if ( isCube ) {
 
				 renderTargetProperties.__webglFramebuffer = [];
				 renderTargetProperties.__webglRenderbuffer = [];
 
				 state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
 
				 setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
 
				 for ( var i = 0; i < 6; i ++ ) {
 
					 renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					 renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
					 state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
 
					 setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					 setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
 
				 }
 
				 if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
 
			 } else {
 
				 renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
 
				 if ( renderTarget.shareDepthFrom ) {
 
					 renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
 
				 } else {
 
					 renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
 
				 }
 
				 state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
				 setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
 
				 state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
 
				 setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
 
				 if ( renderTarget.shareDepthFrom ) {
 
					 if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
 
						 _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
 
					 } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
 
						 _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
 
					 }
 
				 } else {
 
					 setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
 
				 }
 
				 if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
 
			 }
 
			 // Release everything
 
			 if ( isCube ) {
 
				 state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
 
			 } else {
 
				 state.bindTexture( _gl.TEXTURE_2D, null );
 
			 }
 
			 _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			 _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
 
		 }
 
		 var framebuffer, width, height, vx, vy;
 
		 if ( renderTarget ) {
 
			 var renderTargetProperties = properties.get( renderTarget );
 
			 if ( isCube ) {
 
				 framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
 
			 } else {
 
				 framebuffer = renderTargetProperties.__webglFramebuffer;
 
			 }
 
			 width = renderTarget.width;
			 height = renderTarget.height;
 
			 vx = 0;
			 vy = 0;
 
		 } else {
 
			 framebuffer = null;
 
			 width = _viewportWidth;
			 height = _viewportHeight;
 
			 vx = _viewportX;
			 vy = _viewportY;
 
		 }
 
		 if ( framebuffer !== _currentFramebuffer ) {
 
			 _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			 _gl.viewport( vx, vy, width, height );
 
			 _currentFramebuffer = framebuffer;
 
		 }
 
		 if ( isCube ) {
 
			 var textureProperties = properties.get( renderTarget.texture );
			 _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
 
		 }
 
		 _currentWidth = width;
		 _currentHeight = height;
 
	 };
 
	 this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
 
		 if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
 
			 console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
			 return;
 
		 }
 
		 var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
 
		 if ( framebuffer ) {
 
			 var restore = false;
 
			 if ( framebuffer !== _currentFramebuffer ) {
 
				 _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
 
				 restore = true;
 
			 }
 
			 try {
 
				 var texture = renderTarget.texture;
 
				 if ( texture.format !== THREE.RGBAFormat
					 && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
 
					 console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					 return;
 
				 }
 
				 if ( texture.type !== THREE.UnsignedByteType
					 && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
					 && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
					 && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
 
					 console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					 return;
 
				 }
 
				 if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
 
					 _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
 
				 } else {
 
					 console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
 
				 }
 
			 } finally {
 
				 if ( restore ) {
 
					 _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
 
				 }
 
			 }
 
		 }
 
	 };
 
	 function updateRenderTargetMipmap( renderTarget ) {
 
		 var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
		 var texture = properties.get( renderTarget.texture ).__webglTexture;
 
		 state.bindTexture( target, texture );
		 _gl.generateMipmap( target );
		 state.bindTexture( target, null );
 
	 }
 
	 // Fallback filters for non-power-of-2 textures
 
	 function filterFallback ( f ) {
 
		 if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
 
			 return _gl.NEAREST;
 
		 }
 
		 return _gl.LINEAR;
 
	 }
 
	 // Map three.js constants to WebGL constants
 
	 function paramThreeToGL ( p ) {
 
		 var extension;
 
		 if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		 if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		 if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
 
		 if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		 if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		 if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
 
		 if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		 if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		 if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
 
		 if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		 if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		 if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		 if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
 
		 if ( p === THREE.ByteType ) return _gl.BYTE;
		 if ( p === THREE.ShortType ) return _gl.SHORT;
		 if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		 if ( p === THREE.IntType ) return _gl.INT;
		 if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		 if ( p === THREE.FloatType ) return _gl.FLOAT;
 
		 extension = extensions.get( 'OES_texture_half_float' );
 
		 if ( extension !== null ) {
 
			 if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
 
		 }
 
		 if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		 if ( p === THREE.RGBFormat ) return _gl.RGB;
		 if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		 if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		 if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
 
		 if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		 if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		 if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
 
		 if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		 if ( p === THREE.OneFactor ) return _gl.ONE;
		 if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		 if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		 if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		 if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		 if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		 if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
 
		 if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		 if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		 if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
 
		 extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
 
		 if ( extension !== null ) {
 
			 if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			 if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			 if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			 if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
 
		 }
 
		 extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
 
		 if ( extension !== null ) {
 
			 if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			 if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			 if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			 if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
 
		 }
 
		 extension = extensions.get( 'EXT_blend_minmax' );
 
		 if ( extension !== null ) {
 
			 if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			 if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
 
		 }
 
		 return 0;
 
	 }
 
	 // DEPRECATED
 
	 this.supportsFloatTextures = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
		 return extensions.get( 'OES_texture_float' );
 
	 };
 
	 this.supportsHalfFloatTextures = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
		 return extensions.get( 'OES_texture_half_float' );
 
	 };
 
	 this.supportsStandardDerivatives = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
		 return extensions.get( 'OES_standard_derivatives' );
 
	 };
 
	 this.supportsCompressedTextureS3TC = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
		 return extensions.get( 'WEBGL_compressed_texture_s3tc' );
 
	 };
 
	 this.supportsCompressedTexturePVRTC = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
		 return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
 
	 };
 
	 this.supportsBlendMinMax = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
		 return extensions.get( 'EXT_blend_minmax' );
 
	 };
 
	 this.supportsVertexTextures = function () {
 
		 return capabilities.vertexTextures;
 
	 };
 
	 this.supportsInstancedArrays = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
		 return extensions.get( 'ANGLE_instanced_arrays' );
 
	 };
 
	 //
 
	 this.initMaterial = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
 
	 };
 
	 this.addPrePlugin = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
 
	 };
 
	 this.addPostPlugin = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
 
	 };
 
	 this.updateShadowMap = function () {
 
		 console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
 
	 };
 
	 Object.defineProperties( this, {
		 shadowMapEnabled: {
			 get: function () {
 
				 return shadowMap.enabled;
 
			 },
			 set: function ( value ) {
 
				 console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
				 shadowMap.enabled = value;
 
			 }
		 },
		 shadowMapType: {
			 get: function () {
 
				 return shadowMap.type;
 
			 },
			 set: function ( value ) {
 
				 console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
				 shadowMap.type = value;
 
			 }
		 },
		 shadowMapCullFace: {
			 get: function () {
 
				 return shadowMap.cullFace;
 
			 },
			 set: function ( value ) {
 
				 console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
				 shadowMap.cullFace = value;
 
			 }
		 },
		 shadowMapDebug: {
			 get: function () {
 
				 return shadowMap.debug;
 
			 },
			 set: function ( value ) {
 
				 console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
				 shadowMap.debug = value;
 
			 }
		 }
	 } );
 
 };
 
 // File:src/renderers/WebGLRenderTarget.js
 
 /**
	* @author szimek / https://github.com/szimek/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.WebGLRenderTarget = function ( width, height, options ) {
 
	 this.uuid = THREE.Math.generateUUID();
 
	 this.width = width;
	 this.height = height;
 
	 options = options || {};
 
	 if ( options.minFilter === undefined ) options.minFilter = THREE.LinearFilter;
 
	 this.texture = new THREE.Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy );
 
	 this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
	 this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
 
	 this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
 
 };
 
 THREE.WebGLRenderTarget.prototype = {
 
	 constructor: THREE.WebGLRenderTarget,
 
	 get wrapS() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
 
		 return this.texture.wrapS;
 
	 },
 
	 set wrapS( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
 
		 this.texture.wrapS = value;
 
	 },
 
	 get wrapT() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
 
		 return this.texture.wrapT;
 
	 },
 
	 set wrapT( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
 
		 this.texture.wrapT = value;
 
	 },
 
	 get magFilter() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
 
		 return this.texture.magFilter;
 
	 },
 
	 set magFilter( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
 
		 this.texture.magFilter = value;
 
	 },
 
	 get minFilter() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
 
		 return this.texture.minFilter;
 
	 },
 
	 set minFilter( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
 
		 this.texture.minFilter = value;
 
	 },
 
	 get anisotropy() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
 
		 return this.texture.anisotropy;
 
	 },
 
	 set anisotropy( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
 
		 this.texture.anisotropy = value;
 
	 },
 
	 get offset() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
 
		 return this.texture.offset;
 
	 },
 
	 set offset( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
 
		 this.texture.offset = value;
 
	 },
 
	 get repeat() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
 
		 return this.texture.repeat;
 
	 },
 
	 set repeat( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
 
		 this.texture.repeat = value;
 
	 },
 
	 get format() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
 
		 return this.texture.format;
 
	 },
 
	 set format( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
 
		 this.texture.format = value;
 
	 },
 
	 get type() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
 
		 return this.texture.type;
 
	 },
 
	 set type( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
 
		 this.texture.type = value;
 
	 },
 
	 get generateMipmaps() {
 
		 console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
 
		 return this.texture.generateMipmaps;
 
	 },
 
	 set generateMipmaps( value ) {
 
		 console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
 
		 this.texture.generateMipmaps = value;
 
	 },
 
	 //
 
	 setSize: function ( width, height ) {
 
		 if ( this.width !== width || this.height !== height ) {
 
			 this.width = width;
			 this.height = height;
 
			 this.dispose();
 
		 }
 
	 },
 
	 clone: function () {
 
		 return new this.constructor().copy( this );
 
	 },
 
	 copy: function ( source ) {
 
		 this.width = source.width;
		 this.height = source.height;
 
		 this.texture = source.texture.clone();
 
		 this.depthBuffer = source.depthBuffer;
		 this.stencilBuffer = source.stencilBuffer;
 
		 this.shareDepthFrom = source.shareDepthFrom;
 
		 return this;
 
	 },
 
	 dispose: function () {
 
		 this.dispatchEvent( { type: 'dispose' } );
 
	 }
 
 };
 
 THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
 
 // File:src/renderers/WebGLRenderTargetCube.js
 
 /**
	* @author alteredq / http://alteredqualia.com
	*/
 
 THREE.WebGLRenderTargetCube = function ( width, height, options ) {
 
	 THREE.WebGLRenderTarget.call( this, width, height, options );
 
	 this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
 
 };
 
 THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
 THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
 
 // File:src/renderers/webgl/WebGLBufferRenderer.js
 
 /**
 * @author mrdoob / http://mrdoob.com/
 */
 
 THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) {
 
	 var mode;
 
	 function setMode( value ) {
 
		 mode = value;
 
	 }
 
	 function render( start, count ) {
 
		 _gl.drawArrays( mode, start, count );
 
		 _infoRender.calls ++;
		 _infoRender.vertices += count;
		 if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
 
	 }
 
	 function renderInstances( geometry ) {
 
		 var extension = extensions.get( 'ANGLE_instanced_arrays' );
 
		 if ( extension === null ) {
 
			 console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
			 return;
 
		 }
 
		 var position = geometry.attributes.position;
 
		 if ( position instanceof THREE.InterleavedBufferAttribute ) {
 
			 extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount );
 
		 } else {
 
			 extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount );
 
		 }
 
	 }
 
	 this.setMode = setMode;
	 this.render = render;
	 this.renderInstances = renderInstances;
 
 };
 
 // File:src/renderers/webgl/WebGLIndexedBufferRenderer.js
 
 /**
 * @author mrdoob / http://mrdoob.com/
 */
 
 THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) {
 
	 var mode;
 
	 function setMode( value ) {
 
		 mode = value;
 
	 }
 
	 var type, size;
 
	 function setIndex( index ) {
 
		 if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
 
			 type = _gl.UNSIGNED_INT;
			 size = 4;
 
		 } else {
 
			 type = _gl.UNSIGNED_SHORT;
			 size = 2;
 
		 }
 
	 }
 
	 function render( start, count ) {
 
		 _gl.drawElements( mode, count, type, start * size );
 
		 _infoRender.calls ++;
		 _infoRender.vertices += count;
		 if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
 
	 }
 
	 function renderInstances( geometry ) {
 
		 var extension = extensions.get( 'ANGLE_instanced_arrays' );
 
		 if ( extension === null ) {
 
			 console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
			 return;
 
		 }
 
		 var index = geometry.index;
 
		 extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount );
 
	 }
 
	 this.setMode = setMode;
	 this.setIndex = setIndex;
	 this.render = render;
	 this.renderInstances = renderInstances;
 
 };
 
 // File:src/renderers/webgl/WebGLExtensions.js
 
 /**
 * @author mrdoob / http://mrdoob.com/
 */
 
 THREE.WebGLExtensions = function ( gl ) {
 
	 var extensions = {};
 
	 this.get = function ( name ) {
 
		 if ( extensions[ name ] !== undefined ) {
 
			 return extensions[ name ];
 
		 }
 
		 var extension;
 
		 switch ( name ) {
 
			 case 'EXT_texture_filter_anisotropic':
				 extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
				 break;
 
			 case 'WEBGL_compressed_texture_s3tc':
				 extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
				 break;
 
			 case 'WEBGL_compressed_texture_pvrtc':
				 extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
				 break;
 
			 default:
				 extension = gl.getExtension( name );
 
		 }
 
		 if ( extension === null ) {
 
			 console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
 
		 }
 
		 extensions[ name ] = extension;
 
		 return extension;
 
	 };
 
 };
 
 // File:src/renderers/webgl/WebGLCapabilities.js
 
 THREE.WebGLCapabilities = function ( gl, extensions, parameters ) {
 
	 function getMaxPrecision( precision ) {
 
		 if ( precision === 'highp' ) {
 
			 if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
						gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
 
				 return 'highp';
 
			 }
 
			 precision = 'mediump';
 
		 }
 
		 if ( precision === 'mediump' ) {
 
			 if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
						gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
 
				 return 'mediump';
 
			 }
 
		 }
 
		 return 'lowp';
 
	 }
 
	 this.getMaxPrecision = getMaxPrecision;
 
	 this.precision = parameters.precision !== undefined ? parameters.precision : 'highp',
	 this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false;
 
	 this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
	 this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
	 this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
	 this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
 
	 this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
	 this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
	 this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
	 this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
 
	 this.vertexTextures = this.maxVertexTextures > 0;
	 this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
	 this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures;
 
	 var _maxPrecision = getMaxPrecision( this.precision );
 
	 if ( _maxPrecision !== this.precision ) {
 
		 console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' );
		 this.precision = _maxPrecision;
 
	 }
 
	 if ( this.logarithmicDepthBuffer ) {
 
		 this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' );
 
	 }
 
 };
 
 // File:src/renderers/webgl/WebGLGeometries.js
 
 /**
 * @author mrdoob / http://mrdoob.com/
 */
 
 THREE.WebGLGeometries = function ( gl, properties, info ) {
 
	 var geometries = {};
 
	 function get( object ) {
 
		 var geometry = object.geometry;
 
		 if ( geometries[ geometry.id ] !== undefined ) {
 
			 return geometries[ geometry.id ];
 
		 }
 
		 geometry.addEventListener( 'dispose', onGeometryDispose );
 
		 var buffergeometry;
 
		 if ( geometry instanceof THREE.BufferGeometry ) {
 
			 buffergeometry = geometry;
 
		 } else if ( geometry instanceof THREE.Geometry ) {
 
			 if ( geometry._bufferGeometry === undefined ) {
 
				 geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object );
 
			 }
 
			 buffergeometry = geometry._bufferGeometry;
 
		 }
 
		 geometries[ geometry.id ] = buffergeometry;
 
		 info.memory.geometries ++;
 
		 return buffergeometry;
 
	 }
 
	 function onGeometryDispose( event ) {
 
		 var geometry = event.target;
		 var buffergeometry = geometries[ geometry.id ];
 
		 deleteAttributes( buffergeometry.attributes );
 
		 geometry.removeEventListener( 'dispose', onGeometryDispose );
 
		 delete geometries[ geometry.id ];
 
		 var property = properties.get( geometry );
		 if ( property.wireframe ) deleteAttribute( property.wireframe );
 
		 info.memory.geometries --;
 
	 }
 
	 function getAttributeBuffer( attribute ) {
 
		 if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
 
			 return properties.get( attribute.data ).__webglBuffer;
 
		 }
 
		 return properties.get( attribute ).__webglBuffer;
 
	 }
 
	 function deleteAttribute( attribute ) {
 
		 var buffer = getAttributeBuffer( attribute );
 
		 if ( buffer !== undefined ) {
 
			 gl.deleteBuffer( buffer );
			 removeAttributeBuffer( attribute );
 
		 }
 
	 }
 
	 function deleteAttributes( attributes ) {
 
		 for ( var name in attributes ) {
 
			 deleteAttribute( attributes[ name ] );
 
		 }
 
	 }
 
	 function removeAttributeBuffer( attribute ) {
 
		 if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
 
			 properties.delete( attribute.data );
 
		 } else {
 
			 properties.delete( attribute );
 
		 }
 
	 }
 
	 this.get = get;
 
 };
 
 // File:src/renderers/webgl/WebGLObjects.js
 
 /**
 * @author mrdoob / http://mrdoob.com/
 */
 
 THREE.WebGLObjects = function ( gl, properties, info ) {
 
	 var geometries = new THREE.WebGLGeometries( gl, properties, info );
 
	 //
 
	 function update( object ) {
 
		 // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
 
		 var geometry = geometries.get( object );
 
		 if ( object.geometry instanceof THREE.Geometry ) {
 
			 geometry.updateFromObject( object );
 
		 }
 
		 var index = geometry.index;
		 var attributes = geometry.attributes;
 
		 if ( index !== null ) {
 
			 updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
 
		 }
 
		 for ( var name in attributes ) {
 
			 updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
 
		 }
 
		 // morph targets
 
		 var morphAttributes = geometry.morphAttributes;
 
		 for ( var name in morphAttributes ) {
 
			 var array = morphAttributes[ name ];
 
			 for ( var i = 0, l = array.length; i < l; i ++ ) {
 
				 updateAttribute( array[ i ], gl.ARRAY_BUFFER );
 
			 }
 
		 }
 
		 return geometry;
 
	 }
 
	 function updateAttribute( attribute, bufferType ) {
 
		 var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
 
		 var attributeProperties = properties.get( data );
 
		 if ( attributeProperties.__webglBuffer === undefined ) {
 
			 createBuffer( attributeProperties, data, bufferType );
 
		 } else if ( attributeProperties.version !== data.version ) {
 
			 updateBuffer( attributeProperties, data, bufferType );
 
		 }
 
	 }
 
	 function createBuffer( attributeProperties, data, bufferType ) {
 
		 attributeProperties.__webglBuffer = gl.createBuffer();
		 gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
 
		 var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
 
		 gl.bufferData( bufferType, data.array, usage );
 
		 attributeProperties.version = data.version;
 
	 }
 
	 function updateBuffer( attributeProperties, data, bufferType ) {
 
		 gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
 
		 if ( data.dynamic === false || data.updateRange.count === - 1 ) {
 
			 // Not using update ranges
 
			 gl.bufferSubData( bufferType, 0, data.array );
 
		 } else if ( data.updateRange.count === 0 ) {
 
			 console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
 
		 } else {
 
			 gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
								 data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
 
			 data.updateRange.count = 0; // reset range
 
		 }
 
		 attributeProperties.version = data.version;
 
	 }
 
	 function getAttributeBuffer( attribute ) {
 
		 if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
 
			 return properties.get( attribute.data ).__webglBuffer;
 
		 }
 
		 return properties.get( attribute ).__webglBuffer;
 
	 }
 
	 function getWireframeAttribute( geometry ) {
 
		 var property = properties.get( geometry );
 
		 if ( property.wireframe !== undefined ) {
 
			 return property.wireframe;
 
		 }
 
		 var indices = [];
 
		 var index = geometry.index;
		 var attributes = geometry.attributes;
		 var position = attributes.position;
 
		 // console.time( 'wireframe' );
 
		 if ( index !== null ) {
 
			 var edges = {};
			 var array = index.array;
 
			 for ( var i = 0, l = array.length; i < l; i += 3 ) {
 
				 var a = array[ i + 0 ];
				 var b = array[ i + 1 ];
				 var c = array[ i + 2 ];
 
				 if ( checkEdge( edges, a, b ) ) indices.push( a, b );
				 if ( checkEdge( edges, b, c ) ) indices.push( b, c );
				 if ( checkEdge( edges, c, a ) ) indices.push( c, a );
 
			 }
 
		 } else {
 
			 var array = attributes.position.array;
 
			 for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
 
				 var a = i + 0;
				 var b = i + 1;
				 var c = i + 2;
 
				 indices.push( a, b, b, c, c, a );
 
			 }
 
		 }
 
		 // console.timeEnd( 'wireframe' );
 
		 var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
		 var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 );
 
		 updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
 
		 property.wireframe = attribute;
 
		 return attribute;
 
	 }
 
	 function checkEdge( edges, a, b ) {
 
		 if ( a > b ) {
 
			 var tmp = a;
			 a = b;
			 b = tmp;
 
		 }
 
		 var list = edges[ a ];
 
		 if ( list === undefined ) {
 
			 edges[ a ] = [ b ];
			 return true;
 
		 } else if ( list.indexOf( b ) === -1 ) {
 
			 list.push( b );
			 return true;
 
		 }
 
		 return false;
 
	 }
 
	 this.getAttributeBuffer = getAttributeBuffer;
	 this.getWireframeAttribute = getWireframeAttribute;
 
	 this.update = update;
 
 };
 
 // File:src/renderers/webgl/WebGLProgram.js
 
 THREE.WebGLProgram = ( function () {
 
	 var programIdCount = 0;
 
	 function generateDefines( defines ) {
 
		 var chunks = [];
 
		 for ( var name in defines ) {
 
			 var value = defines[ name ];
 
			 if ( value === false ) continue;
 
			 chunks.push( '#define ' + name + ' ' + value );
 
		 }
 
		 return chunks.join( '\n' );
 
	 }
 
	 function fetchUniformLocations( gl, program, identifiers ) {
 
		 var uniforms = {};
 
		 var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
 
		 for ( var i = 0; i < n; i ++ ) {
 
			 var info = gl.getActiveUniform( program, i );
			 var name = info.name;
			 var location = gl.getUniformLocation( program, name );
 
			 // console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
 
			 var suffixPos = name.lastIndexOf( '[0]' );
			 if ( suffixPos !== - 1 && suffixPos === name.length - 3 ) {
 
				 uniforms[ name.substr( 0, suffixPos ) ] = location;
 
			 }
 
			 uniforms[ name ] = location;
 
		 }
 
		 return uniforms;
 
	 }
 
	 function fetchAttributeLocations( gl, program, identifiers ) {
 
		 var attributes = {};
 
		 var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
 
		 for ( var i = 0; i < n; i ++ ) {
 
			 var info = gl.getActiveAttrib( program, i );
			 var name = info.name;
 
			 // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
 
			 attributes[ name ] = gl.getAttribLocation( program, name );
 
		 }
 
		 return attributes;
 
	 }
 
	 function filterEmptyLine( string ) {
 
		 return string !== '';
 
	 }
 
	 return function WebGLProgram( renderer, code, material, parameters ) {
 
		 var gl = renderer.context;
 
		 var defines = material.defines;
 
		 var vertexShader = material.__webglShader.vertexShader;
		 var fragmentShader = material.__webglShader.fragmentShader;
 
		 var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
 
		 if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
 
			 shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
 
		 } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
 
			 shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
 
		 }
 
		 var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
		 var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
		 var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
 
		 if ( parameters.envMap ) {
 
			 switch ( material.envMap.mapping ) {
 
				 case THREE.CubeReflectionMapping:
				 case THREE.CubeRefractionMapping:
					 envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
					 break;
 
				 case THREE.EquirectangularReflectionMapping:
				 case THREE.EquirectangularRefractionMapping:
					 envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
					 break;
 
				 case THREE.SphericalReflectionMapping:
					 envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
					 break;
 
			 }
 
			 switch ( material.envMap.mapping ) {
 
				 case THREE.CubeRefractionMapping:
				 case THREE.EquirectangularRefractionMapping:
					 envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
					 break;
 
			 }
 
			 switch ( material.combine ) {
 
				 case THREE.MultiplyOperation:
					 envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
					 break;
 
				 case THREE.MixOperation:
					 envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
					 break;
 
				 case THREE.AddOperation:
					 envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
					 break;
 
			 }
 
		 }
 
		 var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
 
		 // console.log( 'building new program ' );
 
		 //
 
		 var customDefines = generateDefines( defines );
 
		 //
 
		 var program = gl.createProgram();
 
		 var prefixVertex, prefixFragment;
 
		 if ( material instanceof THREE.RawShaderMaterial ) {
 
			 prefixVertex = '';
			 prefixFragment = '';
 
		 } else {
 
			 prefixVertex = [
 
				 'precision ' + parameters.precision + ' float;',
				 'precision ' + parameters.precision + ' int;',
 
				 '#define SHADER_NAME ' + material.__webglShader.name,
 
				 customDefines,
 
				 parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
 
				 renderer.gammaInput ? '#define GAMMA_INPUT' : '',
				 renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
				 '#define GAMMA_FACTOR ' + gammaFactorDefine,
 
				 '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
				 '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
				 '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
				 '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
 
				 '#define MAX_SHADOWS ' + parameters.maxShadows,
 
				 '#define MAX_BONES ' + parameters.maxBones,
 
				 parameters.map ? '#define USE_MAP' : '',
				 parameters.envMap ? '#define USE_ENVMAP' : '',
				 parameters.envMap ? '#define ' + envMapModeDefine : '',
				 parameters.lightMap ? '#define USE_LIGHTMAP' : '',
				 parameters.aoMap ? '#define USE_AOMAP' : '',
				 parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
				 parameters.bumpMap ? '#define USE_BUMPMAP' : '',
				 parameters.normalMap ? '#define USE_NORMALMAP' : '',
				 parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
				 parameters.specularMap ? '#define USE_SPECULARMAP' : '',
				 parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
				 parameters.vertexColors ? '#define USE_COLOR' : '',
 
				 parameters.flatShading ? '#define FLAT_SHADED' : '',
 
				 parameters.skinning ? '#define USE_SKINNING' : '',
				 parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
 
				 parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
				 parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
				 parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
				 parameters.flipSided ? '#define FLIP_SIDED' : '',
 
				 parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
				 parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
				 parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
				 parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
 
				 parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
 
				 parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
				 parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
 
 
				 'uniform mat4 modelMatrix;',
				 'uniform mat4 modelViewMatrix;',
				 'uniform mat4 projectionMatrix;',
				 'uniform mat4 viewMatrix;',
				 'uniform mat3 normalMatrix;',
				 'uniform vec3 cameraPosition;',
 
				 'attribute vec3 position;',
				 'attribute vec3 normal;',
				 'attribute vec2 uv;',
 
				 '#ifdef USE_COLOR',
 
				 '	attribute vec3 color;',
 
				 '#endif',
 
				 '#ifdef USE_MORPHTARGETS',
 
				 '	attribute vec3 morphTarget0;',
				 '	attribute vec3 morphTarget1;',
				 '	attribute vec3 morphTarget2;',
				 '	attribute vec3 morphTarget3;',
 
				 '	#ifdef USE_MORPHNORMALS',
 
				 '		attribute vec3 morphNormal0;',
				 '		attribute vec3 morphNormal1;',
				 '		attribute vec3 morphNormal2;',
				 '		attribute vec3 morphNormal3;',
 
				 '	#else',
 
				 '		attribute vec3 morphTarget4;',
				 '		attribute vec3 morphTarget5;',
				 '		attribute vec3 morphTarget6;',
				 '		attribute vec3 morphTarget7;',
 
				 '	#endif',
 
				 '#endif',
 
				 '#ifdef USE_SKINNING',
 
				 '	attribute vec4 skinIndex;',
				 '	attribute vec4 skinWeight;',
 
				 '#endif',
 
				 '\n'
 
			 ].filter( filterEmptyLine ).join( '\n' );
 
			 prefixFragment = [
 
				 parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ? '#extension GL_OES_standard_derivatives : enable' : '',
				 parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
 
				 'precision ' + parameters.precision + ' float;',
				 'precision ' + parameters.precision + ' int;',
 
				 '#define SHADER_NAME ' + material.__webglShader.name,
 
				 customDefines,
 
				 '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
				 '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
				 '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
				 '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
 
				 '#define MAX_SHADOWS ' + parameters.maxShadows,
 
				 parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
 
				 renderer.gammaInput ? '#define GAMMA_INPUT' : '',
				 renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
				 '#define GAMMA_FACTOR ' + gammaFactorDefine,
 
				 ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
				 ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
 
				 parameters.map ? '#define USE_MAP' : '',
				 parameters.envMap ? '#define USE_ENVMAP' : '',
				 parameters.envMap ? '#define ' + envMapTypeDefine : '',
				 parameters.envMap ? '#define ' + envMapModeDefine : '',
				 parameters.envMap ? '#define ' + envMapBlendingDefine : '',
				 parameters.lightMap ? '#define USE_LIGHTMAP' : '',
				 parameters.aoMap ? '#define USE_AOMAP' : '',
				 parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
				 parameters.bumpMap ? '#define USE_BUMPMAP' : '',
				 parameters.normalMap ? '#define USE_NORMALMAP' : '',
				 parameters.specularMap ? '#define USE_SPECULARMAP' : '',
				 parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
				 parameters.vertexColors ? '#define USE_COLOR' : '',
 
				 parameters.flatShading ? '#define FLAT_SHADED' : '',
 
				 parameters.metal ? '#define METAL' : '',
				 parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
				 parameters.flipSided ? '#define FLIP_SIDED' : '',
 
				 parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
				 parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
				 parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
				 parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
 
				 parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
				 parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
 
				 'uniform mat4 viewMatrix;',
				 'uniform vec3 cameraPosition;',
 
				 '\n'
 
			 ].filter( filterEmptyLine ).join( '\n' );
 
		 }
 
		 var vertexGlsl = prefixVertex + vertexShader;
		 var fragmentGlsl = prefixFragment + fragmentShader;
 
		 var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
		 var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
 
		 gl.attachShader( program, glVertexShader );
		 gl.attachShader( program, glFragmentShader );
 
		 // Force a particular attribute to index 0.
 
		 if ( material.index0AttributeName !== undefined ) {
 
			 gl.bindAttribLocation( program, 0, material.index0AttributeName );
 
		 } else if ( parameters.morphTargets === true ) {
 
			 // programs with morphTargets displace position out of attribute 0
			 gl.bindAttribLocation( program, 0, 'position' );
 
		 }
 
		 gl.linkProgram( program );
 
		 var programLog = gl.getProgramInfoLog( program );
		 var vertexLog = gl.getShaderInfoLog( glVertexShader );
		 var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
 
		 var runnable = true;
		 var haveDiagnostics = true;
 
		 if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
 
			 runnable = false;
 
			 console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
 
		 } else if ( programLog !== '' ) {
 
			 console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
 
		 } else if ( vertexLog === '' || fragmentLog === '' ) {
 
			 haveDiagnostics = false;
 
		 }
 
		 if ( haveDiagnostics ) {
 
			 this.diagnostics = {
 
				 runnable: runnable,
				 material: material,
 
				 programLog: programLog,
 
				 vertexShader: {
 
					 log: vertexLog,
					 prefix: prefixVertex
 
				 },
 
				 fragmentShader: {
 
					 log: fragmentLog,
					 prefix: prefixFragment
 
				 }
 
			 };
 
		 }
 
		 // clean up
 
		 gl.deleteShader( glVertexShader );
		 gl.deleteShader( glFragmentShader );
 
		 // set up caching for uniform locations
 
		 var cachedUniforms;
 
		 this.getUniforms = function() {
 
			 if ( cachedUniforms === undefined ) {
 
				 cachedUniforms = fetchUniformLocations( gl, program );
 
			 }
 
			 return cachedUniforms;
 
		 };
 
		 // set up caching for attribute locations
 
		 var cachedAttributes;
 
		 this.getAttributes = function() {
 
			 if ( cachedAttributes === undefined ) {
 
				 cachedAttributes = fetchAttributeLocations( gl, program );
 
			 }
 
			 return cachedAttributes;
 
		 };
 
		 // free resource
 
		 this.destroy = function() {
 
			 gl.deleteProgram( program );
			 this.program = undefined;
 
		 };
 
		 // DEPRECATED
 
		 Object.defineProperties( this, {
 
			 uniforms: {
				 get: function() {
 
					 console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
					 return this.getUniforms();
 
				 }
			 },
 
			 attributes: {
				 get: function() {
 
					 console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
					 return this.getAttributes();
 
				 }
			 }
 
		 } );
 
 
		 //
 
		 this.id = programIdCount ++;
		 this.code = code;
		 this.usedTimes = 1;
		 this.program = program;
		 this.vertexShader = glVertexShader;
		 this.fragmentShader = glFragmentShader;
 
		 return this;
 
	 };
 
 } )();
 
 // File:src/renderers/webgl/WebGLPrograms.js
 
 THREE.WebGLPrograms = function ( renderer, capabilities ) {
 
	 var programs = [];
 
	 var shaderIDs = {
		 MeshDepthMaterial: 'depth',
		 MeshNormalMaterial: 'normal',
		 MeshBasicMaterial: 'basic',
		 MeshLambertMaterial: 'lambert',
		 MeshPhongMaterial: 'phong',
		 LineBasicMaterial: 'basic',
		 LineDashedMaterial: 'dashed',
		 PointsMaterial: 'points'
	 };
 
	 var parameterNames = [
		 "precision", "supportsVertexTextures", "map", "envMap", "envMapMode",
		 "lightMap", "aoMap", "emissiveMap", "bumpMap", "normalMap", "displacementMap", "specularMap",
		 "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
		 "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
		 "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
		 "maxMorphTargets", "maxMorphNormals", "maxDirLights", "maxPointLights",
		 "maxSpotLights", "maxHemiLights", "maxShadows", "shadowMapEnabled", "pointLightShadows",
		 "shadowMapType", "shadowMapDebug", "alphaTest", "metal", "doubleSided",
		 "flipSided"
	 ];
 
 
	 function allocateBones ( object ) {
 
		 if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
 
			 return 1024;
 
		 } else {
 
			 // default for when object is not specified
			 // ( for example when prebuilding shader to be used with multiple objects )
			 //
			 //  - leave some extra space for other uniforms
			 //  - limit here is ANGLE's 254 max uniform vectors
			 //    (up to 54 should be safe)
 
			 var nVertexUniforms = capabilities.maxVertexUniforms;
			 var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
 
			 var maxBones = nVertexMatrices;
 
			 if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
 
				 maxBones = Math.min( object.skeleton.bones.length, maxBones );
 
				 if ( maxBones < object.skeleton.bones.length ) {
 
					 console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
 
				 }
 
			 }
 
			 return maxBones;
 
		 }
 
	 }
 
	 function allocateLights( lights ) {
 
		 var dirLights = 0;
		 var pointLights = 0;
		 var spotLights = 0;
		 var hemiLights = 0;
 
		 for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
 
			 var light = lights[ l ];
 
			 if ( light.visible === false ) continue;
 
			 if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			 if ( light instanceof THREE.PointLight ) pointLights ++;
			 if ( light instanceof THREE.SpotLight ) spotLights ++;
			 if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
 
		 }
 
		 return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
 
	 }
 
	 function allocateShadows( lights ) {
 
		 var maxShadows = 0;
		 var pointLightShadows = 0;
 
		 for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
 
			 var light = lights[ l ];
 
			 if ( ! light.castShadow ) continue;
 
			 if ( light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) maxShadows ++;
			 if ( light instanceof THREE.PointLight ) {
 
				 maxShadows ++;
				 pointLightShadows ++;
 
			 }
 
		 }
 
		 return { 'maxShadows': maxShadows, 'pointLightShadows': pointLightShadows };
 
	 }
 
	 this.getParameters = function ( material, lights, fog, object ) {
 
		 var shaderID = shaderIDs[ material.type ];
		 // heuristics to create shader parameters according to lights in the scene
		 // (not to blow over maxLights budget)
 
		 var maxLightCount = allocateLights( lights );
		 var allocatedShadows = allocateShadows( lights );
		 var maxBones = allocateBones( object );
		 var precision = renderer.getPrecision();
 
		 if ( material.precision !== null ) {
 
			 precision = capabilities.getMaxPrecision( material.precision );
 
			 if ( precision !== material.precision ) {
 
				 console.warn( 'THREE.WebGLRenderer.initMaterial:', material.precision, 'not supported, using', precision, 'instead.' );
 
			 }
 
		 }
 
		 var parameters = {
 
			 shaderID: shaderID,
 
			 precision: precision,
			 supportsVertexTextures: capabilities.vertexTextures,
 
			 map: !! material.map,
			 envMap: !! material.envMap,
			 envMapMode: material.envMap && material.envMap.mapping,
			 lightMap: !! material.lightMap,
			 aoMap: !! material.aoMap,
			 emissiveMap: !! material.emissiveMap,
			 bumpMap: !! material.bumpMap,
			 normalMap: !! material.normalMap,
			 displacementMap: !! material.displacementMap,
			 specularMap: !! material.specularMap,
			 alphaMap: !! material.alphaMap,
 
			 combine: material.combine,
 
			 vertexColors: material.vertexColors,
 
			 fog: fog,
			 useFog: material.fog,
			 fogExp: fog instanceof THREE.FogExp2,
 
			 flatShading: material.shading === THREE.FlatShading,
 
			 sizeAttenuation: material.sizeAttenuation,
			 logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
 
			 skinning: material.skinning,
			 maxBones: maxBones,
			 useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
 
			 morphTargets: material.morphTargets,
			 morphNormals: material.morphNormals,
			 maxMorphTargets: renderer.maxMorphTargets,
			 maxMorphNormals: renderer.maxMorphNormals,
 
			 maxDirLights: maxLightCount.directional,
			 maxPointLights: maxLightCount.point,
			 maxSpotLights: maxLightCount.spot,
			 maxHemiLights: maxLightCount.hemi,
 
			 maxShadows: allocatedShadows.maxShadows,
			 pointLightShadows: allocatedShadows.pointLightShadows,
			 shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && allocatedShadows.maxShadows > 0,
			 shadowMapType: renderer.shadowMap.type,
			 shadowMapDebug: renderer.shadowMap.debug,
 
			 alphaTest: material.alphaTest,
			 metal: material.metal,
			 doubleSided: material.side === THREE.DoubleSide,
			 flipSided: material.side === THREE.BackSide
 
		 };
 
		 return parameters;
 
	 };
 
	 this.getProgramCode = function ( material, parameters ) {
 
		 var chunks = [];
 
		 if ( parameters.shaderID ) {
 
			 chunks.push( parameters.shaderID );
 
		 } else {
 
			 chunks.push( material.fragmentShader );
			 chunks.push( material.vertexShader );
 
		 }
 
		 if ( material.defines !== undefined ) {
 
			 for ( var name in material.defines ) {
 
				 chunks.push( name );
				 chunks.push( material.defines[ name ] );
 
			 }
 
		 }
 
		 for ( var i = 0; i < parameterNames.length; i ++ ) {
 
			 var parameterName = parameterNames[ i ];
			 chunks.push( parameterName );
			 chunks.push( parameters[ parameterName ] );
 
		 }
 
		 return chunks.join();
 
	 };
 
	 this.acquireProgram = function ( material, parameters, code ) {
 
		 var program;
 
		 // Check if code has been already compiled
		 for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
 
			 var programInfo = programs[ p ];
 
			 if ( programInfo.code === code ) {
 
				 program = programInfo;
				 ++ program.usedTimes;
 
				 break;
 
			 }
 
		 }
 
		 if ( program === undefined ) {
 
			 program = new THREE.WebGLProgram( renderer, code, material, parameters );
			 programs.push( program );
 
		 }
 
		 return program;
 
	 };
 
	 this.releaseProgram = function( program ) {
 
		 if ( -- program.usedTimes === 0 ) {
 
			 // Remove from unordered set
			 var i = programs.indexOf( program );
			 programs[ i ] = programs[ programs.length - 1 ];
			 programs.pop();
 
			 // Free WebGL resources
			 program.destroy();
 
		 }
 
	 };
 
	 // Exposed for resource monitoring & error feedback via renderer.info:
	 this.programs = programs;
 
 };
 
 // File:src/renderers/webgl/WebGLProperties.js
 
 /**
 * @author fordacious / fordacious.github.io
 */
 
 THREE.WebGLProperties = function () {
 
	 var properties = {};
 
	 this.get = function ( object ) {
 
		 var uuid = object.uuid;
		 var map = properties[ uuid ];
 
		 if ( map === undefined ) {
 
			 map = {};
			 properties[ uuid ] = map;
 
		 }
 
		 return map;
 
	 };
 
	 this.delete = function ( object ) {
 
		 delete properties[ object.uuid ];
 
	 };
 
	 this.clear = function () {
 
		 properties = {};
 
	 };
 
 };
 
 // File:src/renderers/webgl/WebGLShader.js
 
 THREE.WebGLShader = ( function () {
 
	 function addLineNumbers( string ) {
 
		 var lines = string.split( '\n' );
 
		 for ( var i = 0; i < lines.length; i ++ ) {
 
			 lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
 
		 }
 
		 return lines.join( '\n' );
 
	 }
 
	 return function WebGLShader( gl, type, string ) {
 
		 var shader = gl.createShader( type );
 
		 gl.shaderSource( shader, string );
		 gl.compileShader( shader );
 
		 if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
 
			 console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
 
		 }
 
		 if ( gl.getShaderInfoLog( shader ) !== '' ) {
 
			 console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
 
		 }
 
		 // --enable-privileged-webgl-extension
		 // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
 
		 return shader;
 
	 };
 
 } )();
 
 // File:src/renderers/webgl/WebGLShadowMap.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 
	 var _gl = _renderer.context,
	 _state = _renderer.state,
	 _frustum = new THREE.Frustum(),
	 _projScreenMatrix = new THREE.Matrix4(),
 
	 _min = new THREE.Vector3(),
	 _max = new THREE.Vector3(),
 
	 _lookTarget = new THREE.Vector3(),
	 _lightPositionWorld = new THREE.Vector3(),
 
	 _renderList = [],
 
	 _MorphingFlag = 1,
	 _SkinningFlag = 2,
 
	 _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
 
	 _depthMaterials = new Array( _NumberOfMaterialVariants ),
	 _distanceMaterials = new Array( _NumberOfMaterialVariants );
 
	 var cubeDirections = [
		 new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
		 new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
	 ];
 
	 var cubeUps = [
		 new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
		 new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ),	new THREE.Vector3( 0, 0, - 1 )
	 ];
 
	 var cube2DViewPorts = [
		 new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
		 new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
	 ];
 
	 var _vector4 = new THREE.Vector4();
 
	 // init
 
	 var depthShader = THREE.ShaderLib[ "depthRGBA" ];
	 var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
 
	 var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
	 var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
 
	 for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
 
		 var useMorphing = ( i & _MorphingFlag ) !== 0;
		 var useSkinning = ( i & _SkinningFlag ) !== 0;
 
		 var depthMaterial = new THREE.ShaderMaterial( {
			 uniforms: depthUniforms,
			 vertexShader: depthShader.vertexShader,
			 fragmentShader: depthShader.fragmentShader,
			 morphTargets: useMorphing,
			 skinning: useSkinning
		 } );
 
		 depthMaterial._shadowPass = true;
 
		 _depthMaterials[ i ] = depthMaterial;
 
		 var distanceMaterial = new THREE.ShaderMaterial( {
			 uniforms: distanceUniforms,
			 vertexShader: distanceShader.vertexShader,
			 fragmentShader: distanceShader.fragmentShader,
			 morphTargets: useMorphing,
			 skinning: useSkinning
		 } );
 
		 distanceMaterial._shadowPass = true;
 
		 _distanceMaterials[ i ] = distanceMaterial;
 
	 }
 
	 //
 
	 var scope = this;
 
	 this.enabled = false;
 
	 this.autoUpdate = true;
	 this.needsUpdate = false;
 
	 this.type = THREE.PCFShadowMap;
	 this.cullFace = THREE.CullFaceFront;
 
	 this.render = function ( scene ) {
 
		 var faceCount, isPointLight;
 
		 if ( scope.enabled === false ) return;
		 if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
 
		 // Set GL state for depth map.
		 _gl.clearColor( 1, 1, 1, 1 );
		 _state.disable( _gl.BLEND );
		 _state.enable( _gl.CULL_FACE );
		 _gl.frontFace( _gl.CCW );
		 _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK );
		 _state.setDepthTest( true );
 
		 // save the existing viewport so it can be restored later
		 _renderer.getViewport( _vector4 );
 
		 // render depth map
 
		 for ( var i = 0, il = _lights.length; i < il; i ++ ) {
 
			 var light = _lights[ i ];
 
			 if ( light.castShadow === true ) {
 
				 var shadow = light.shadow;
				 var shadowCamera = shadow.camera;
				 var shadowMapSize = shadow.mapSize;
 
				 if ( light instanceof THREE.PointLight ) {
 
					 faceCount = 6;
					 isPointLight = true;
 
					 var vpWidth = shadowMapSize.x / 4.0;
					 var vpHeight = shadowMapSize.y / 2.0;
 
					 // These viewports map a cube-map onto a 2D texture with the
					 // following orientation:
					 //
					 //  xzXZ
					 //   y Y
					 //
					 // X - Positive x direction
					 // x - Negative x direction
					 // Y - Positive y direction
					 // y - Negative y direction
					 // Z - Positive z direction
					 // z - Negative z direction
 
					 // positive X
					 cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
					 // negative X
					 cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
					 // positive Z
					 cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
					 // negative Z
					 cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
					 // positive Y
					 cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
					 // negative Y
					 cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
 
				 } else {
 
					 faceCount = 1;
					 isPointLight = false;
 
				 }
 
				 if ( shadow.map === null ) {
 
					 var shadowFilter = THREE.LinearFilter;
 
					 if ( scope.type === THREE.PCFSoftShadowMap ) {
 
						 shadowFilter = THREE.NearestFilter;
 
					 }
 
					 var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
 
					 shadow.map = new THREE.WebGLRenderTarget( shadowMapSize.x, shadowMapSize.y, pars );
					 shadow.matrix = new THREE.Matrix4();
 
					 //
 
					 if ( light instanceof THREE.SpotLight ) {
 
						 shadowCamera.aspect = shadowMapSize.x / shadowMapSize.y;
 
					 }
 
					 shadowCamera.updateProjectionMatrix();
 
				 }
 
				 var shadowMap = shadow.map;
				 var shadowMatrix = shadow.matrix;
 
				 _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
				 shadowCamera.position.copy( _lightPositionWorld );
 
				 _renderer.setRenderTarget( shadowMap );
				 _renderer.clear();
 
				 // render shadow map for each cube face (if omni-directional) or
				 // run a single pass if not
 
				 for ( var face = 0; face < faceCount; face ++ ) {
 
					 if ( isPointLight ) {
 
						 _lookTarget.copy( shadowCamera.position );
						 _lookTarget.add( cubeDirections[ face ] );
						 shadowCamera.up.copy( cubeUps[ face ] );
						 shadowCamera.lookAt( _lookTarget );
						 var vpDimensions = cube2DViewPorts[ face ];
						 _renderer.setViewport( vpDimensions.x, vpDimensions.y, vpDimensions.z, vpDimensions.w );
 
					 } else {
 
						 _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
						 shadowCamera.lookAt( _lookTarget );
 
					 }
 
					 shadowCamera.updateMatrixWorld();
					 shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
 
					 // compute shadow matrix
 
					 shadowMatrix.set(
						 0.5, 0.0, 0.0, 0.5,
						 0.0, 0.5, 0.0, 0.5,
						 0.0, 0.0, 0.5, 0.5,
						 0.0, 0.0, 0.0, 1.0
					 );
 
					 shadowMatrix.multiply( shadowCamera.projectionMatrix );
					 shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
 
					 // update camera matrices and frustum
 
					 _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
					 _frustum.setFromMatrix( _projScreenMatrix );
 
					 // set object matrices & frustum culling
 
					 _renderList.length = 0;
 
					 projectObject( scene, shadowCamera );
 
					 // render shadow map
					 // render regular objects
 
					 for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
 
						 var object = _renderList[ j ];
						 var geometry = _objects.update( object );
						 var material = object.material;
 
						 if ( material instanceof THREE.MeshFaceMaterial ) {
 
							 var groups = geometry.groups;
							 var materials = material.materials;
 
							 for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
 
								 var group = groups[ k ];
								 var groupMaterial = materials[ group.materialIndex ];
 
								 if ( groupMaterial.visible === true ) {
 
									 var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
									 _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, group );
 
								 }
 
							 }
 
						 } else {
 
							 var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
							 _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, null );
 
						 }
 
					 }
 
				 }
 
				 // We must call _renderer.resetGLState() at the end of each iteration of
				 // the light loop in order to force material updates for each light.
				 _renderer.resetGLState();
 
			 }
 
		 }
 
		 _renderer.setViewport( _vector4.x, _vector4.y, _vector4.z, _vector4.w );
 
		 // Restore GL state.
		 var clearColor = _renderer.getClearColor(),
		 clearAlpha = _renderer.getClearAlpha();
		 _renderer.setClearColor( clearColor, clearAlpha );
		 _state.enable( _gl.BLEND );
 
		 if ( scope.cullFace === THREE.CullFaceFront ) {
 
			 _gl.cullFace( _gl.BACK );
 
		 }
 
		 _renderer.resetGLState();
 
		 scope.needsUpdate = false;
 
	 };
 
	 function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
 
		 var geometry = object.geometry;
 
		 var newMaterial = null;
 
		 var materialVariants = _depthMaterials;
		 var customMaterial = object.customDepthMaterial;
 
		 if ( isPointLight ) {
 
			 materialVariants = _distanceMaterials;
			 customMaterial = object.customDistanceMaterial;
 
		 }
 
		 if ( ! customMaterial ) {
 
			 var useMorphing = geometry.morphTargets !== undefined &&
					 geometry.morphTargets.length > 0 && material.morphTargets;
 
			 var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
 
			 var variantIndex = 0;
 
			 if ( useMorphing ) variantIndex |= _MorphingFlag;
			 if ( useSkinning ) variantIndex |= _SkinningFlag;
 
			 newMaterial = materialVariants[ variantIndex ];
 
		 } else {
 
			 newMaterial = customMaterial;
 
		 }
 
		 newMaterial.visible = material.visible;
		 newMaterial.wireframe = material.wireframe;
		 newMaterial.wireframeLinewidth = material.wireframeLinewidth;
 
		 if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) {
 
			 newMaterial.uniforms.lightPos.value.copy( lightPositionWorld );
 
		 }
 
		 return newMaterial;
 
	 }
 
	 function projectObject( object, camera ) {
 
		 if ( object.visible === false ) return;
 
		 if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
 
			 if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
 
				 var material = object.material;
 
				 if ( material.visible === true ) {
 
					 object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
					 _renderList.push( object );
 
				 }
 
			 }
 
		 }
 
		 var children = object.children;
 
		 for ( var i = 0, l = children.length; i < l; i ++ ) {
 
			 projectObject( children[ i ], camera );
 
		 }
 
	 }
 
 };
 
 // File:src/renderers/webgl/WebGLState.js
 
 /**
 * @author mrdoob / http://mrdoob.com/
 */
 
 THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
 
	 var _this = this;
 
	 var newAttributes = new Uint8Array( 16 );
	 var enabledAttributes = new Uint8Array( 16 );
	 var attributeDivisors = new Uint8Array( 16 );
 
	 var capabilities = {};
 
	 var compressedTextureFormats = null;
 
	 var currentBlending = null;
	 var currentBlendEquation = null;
	 var currentBlendSrc = null;
	 var currentBlendDst = null;
	 var currentBlendEquationAlpha = null;
	 var currentBlendSrcAlpha = null;
	 var currentBlendDstAlpha = null;
 
	 var currentDepthFunc = null;
	 var currentDepthWrite = null;
 
	 var currentColorWrite = null;
 
	 var currentFlipSided = null;
 
	 var currentLineWidth = null;
 
	 var currentPolygonOffsetFactor = null;
	 var currentPolygonOffsetUnits = null;
 
	 var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
 
	 var currentTextureSlot = undefined;
	 var currentBoundTextures = {};
 
	 this.init = function () {
 
		 gl.clearColor( 0, 0, 0, 1 );
		 gl.clearDepth( 1 );
		 gl.clearStencil( 0 );
 
		 this.enable( gl.DEPTH_TEST );
		 gl.depthFunc( gl.LEQUAL );
 
		 gl.frontFace( gl.CCW );
		 gl.cullFace( gl.BACK );
		 this.enable( gl.CULL_FACE );
 
		 this.enable( gl.BLEND );
		 gl.blendEquation( gl.FUNC_ADD );
		 gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
 
	 };
 
	 this.initAttributes = function () {
 
		 for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
 
			 newAttributes[ i ] = 0;
 
		 }
 
	 };
 
	 this.enableAttribute = function ( attribute ) {
 
		 newAttributes[ attribute ] = 1;
 
		 if ( enabledAttributes[ attribute ] === 0 ) {
 
			 gl.enableVertexAttribArray( attribute );
			 enabledAttributes[ attribute ] = 1;
 
		 }
 
		 if ( attributeDivisors[ attribute ] !== 0 ) {
 
			 var extension = extensions.get( 'ANGLE_instanced_arrays' );
 
			 extension.vertexAttribDivisorANGLE( attribute, 0 );
			 attributeDivisors[ attribute ] = 0;
 
		 }
 
	 };
 
	 this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) {
 
		 newAttributes[ attribute ] = 1;
 
		 if ( enabledAttributes[ attribute ] === 0 ) {
 
			 gl.enableVertexAttribArray( attribute );
			 enabledAttributes[ attribute ] = 1;
 
		 }
 
		 if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
 
			 extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
			 attributeDivisors[ attribute ] = meshPerAttribute;
 
		 }
 
	 };
 
	 this.disableUnusedAttributes = function () {
 
		 for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) {
 
			 if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
 
				 gl.disableVertexAttribArray( i );
				 enabledAttributes[ i ] = 0;
 
			 }
 
		 }
 
	 };
 
	 this.enable = function ( id ) {
 
		 if ( capabilities[ id ] !== true ) {
 
			 gl.enable( id );
			 capabilities[ id ] = true;
 
		 }
 
	 };
 
	 this.disable = function ( id ) {
 
		 if ( capabilities[ id ] !== false ) {
 
			 gl.disable( id );
			 capabilities[ id ] = false;
 
		 }
 
	 };
 
	 this.getCompressedTextureFormats = function () {
 
		 if ( compressedTextureFormats === null ) {
 
			 compressedTextureFormats = [];
 
			 if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
						extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
 
				 var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
 
				 for ( var i = 0; i < formats.length; i ++ ) {
 
					 compressedTextureFormats.push( formats[ i ] );
 
				 }
 
			 }
 
		 }
 
		 return compressedTextureFormats;
 
	 };
 
	 this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
 
		 if ( blending !== currentBlending ) {
 
			 if ( blending === THREE.NoBlending ) {
 
				 this.disable( gl.BLEND );
 
			 } else if ( blending === THREE.AdditiveBlending ) {
 
				 this.enable( gl.BLEND );
				 gl.blendEquation( gl.FUNC_ADD );
				 gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
 
			 } else if ( blending === THREE.SubtractiveBlending ) {
 
				 // TODO: Find blendFuncSeparate() combination
 
				 this.enable( gl.BLEND );
				 gl.blendEquation( gl.FUNC_ADD );
				 gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
 
			 } else if ( blending === THREE.MultiplyBlending ) {
 
				 // TODO: Find blendFuncSeparate() combination
 
				 this.enable( gl.BLEND );
				 gl.blendEquation( gl.FUNC_ADD );
				 gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
 
			 } else if ( blending === THREE.CustomBlending ) {
 
				 this.enable( gl.BLEND );
 
			 } else {
 
				 this.enable( gl.BLEND );
				 gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
				 gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
 
			 }
 
			 currentBlending = blending;
 
		 }
 
		 if ( blending === THREE.CustomBlending ) {
 
			 blendEquationAlpha = blendEquationAlpha || blendEquation;
			 blendSrcAlpha = blendSrcAlpha || blendSrc;
			 blendDstAlpha = blendDstAlpha || blendDst;
 
			 if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
 
				 gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
 
				 currentBlendEquation = blendEquation;
				 currentBlendEquationAlpha = blendEquationAlpha;
 
			 }
 
			 if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
 
				 gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
 
				 currentBlendSrc = blendSrc;
				 currentBlendDst = blendDst;
				 currentBlendSrcAlpha = blendSrcAlpha;
				 currentBlendDstAlpha = blendDstAlpha;
 
			 }
 
		 } else {
 
			 currentBlendEquation = null;
			 currentBlendSrc = null;
			 currentBlendDst = null;
			 currentBlendEquationAlpha = null;
			 currentBlendSrcAlpha = null;
			 currentBlendDstAlpha = null;
 
		 }
 
	 };
 
	 this.setDepthFunc = function ( depthFunc ) {
 
		 if ( currentDepthFunc !== depthFunc ) {
 
			 if ( depthFunc ) {
 
				 switch ( depthFunc ) {
 
					 case THREE.NeverDepth:
 
						 gl.depthFunc( gl.NEVER );
						 break;
 
					 case THREE.AlwaysDepth:
 
						 gl.depthFunc( gl.ALWAYS );
						 break;
 
					 case THREE.LessDepth:
 
						 gl.depthFunc( gl.LESS );
						 break;
 
					 case THREE.LessEqualDepth:
 
						 gl.depthFunc( gl.LEQUAL );
						 break;
 
					 case THREE.EqualDepth:
 
						 gl.depthFunc( gl.EQUAL );
						 break;
 
					 case THREE.GreaterEqualDepth:
 
						 gl.depthFunc( gl.GEQUAL );
						 break;
 
					 case THREE.GreaterDepth:
 
						 gl.depthFunc( gl.GREATER );
						 break;
 
					 case THREE.NotEqualDepth:
 
						 gl.depthFunc( gl.NOTEQUAL );
						 break;
 
					 default:
 
						 gl.depthFunc( gl.LEQUAL );
 
				 }
 
			 } else {
 
				 gl.depthFunc( gl.LEQUAL );
 
			 }
 
			 currentDepthFunc = depthFunc;
 
		 }
 
	 };
 
	 this.setDepthTest = function ( depthTest ) {
 
		 if ( depthTest ) {
 
			 this.enable( gl.DEPTH_TEST );
 
		 } else {
 
			 this.disable( gl.DEPTH_TEST );
 
		 }
 
	 };
 
	 this.setDepthWrite = function ( depthWrite ) {
 
		 if ( currentDepthWrite !== depthWrite ) {
 
			 gl.depthMask( depthWrite );
			 currentDepthWrite = depthWrite;
 
		 }
 
	 };
 
	 this.setColorWrite = function ( colorWrite ) {
 
		 if ( currentColorWrite !== colorWrite ) {
 
			 gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite );
			 currentColorWrite = colorWrite;
 
		 }
 
	 };
 
	 this.setFlipSided = function ( flipSided ) {
 
		 if ( currentFlipSided !== flipSided ) {
 
			 if ( flipSided ) {
 
				 gl.frontFace( gl.CW );
 
			 } else {
 
				 gl.frontFace( gl.CCW );
 
			 }
 
			 currentFlipSided = flipSided;
 
		 }
 
	 };
 
	 this.setLineWidth = function ( width ) {
 
		 if ( width !== currentLineWidth ) {
 
			 gl.lineWidth( width );
 
			 currentLineWidth = width;
 
		 }
 
	 };
 
	 this.setPolygonOffset = function ( polygonOffset, factor, units ) {
 
		 if ( polygonOffset ) {
 
			 this.enable( gl.POLYGON_OFFSET_FILL );
 
		 } else {
 
			 this.disable( gl.POLYGON_OFFSET_FILL );
 
		 }
 
		 if ( polygonOffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) {
 
			 gl.polygonOffset( factor, units );
 
			 currentPolygonOffsetFactor = factor;
			 currentPolygonOffsetUnits = units;
 
		 }
 
	 };
 
	 this.setScissorTest = function ( scissorTest ) {
 
		 if ( scissorTest ) {
 
			 this.enable( gl.SCISSOR_TEST );
 
		 } else {
 
			 this.disable( gl.SCISSOR_TEST );
 
		 }
 
	 };
 
	 // texture
 
	 this.activeTexture = function ( webglSlot ) {
 
		 if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
 
		 if ( currentTextureSlot !== webglSlot ) {
 
			 gl.activeTexture( webglSlot );
			 currentTextureSlot = webglSlot;
 
		 }
 
	 }
 
	 this.bindTexture = function ( webglType, webglTexture ) {
 
		 if ( currentTextureSlot === undefined ) {
 
			 _this.activeTexture();
 
		 }
 
		 var boundTexture = currentBoundTextures[ currentTextureSlot ];
 
		 if ( boundTexture === undefined ) {
 
			 boundTexture = { type: undefined, texture: undefined };
			 currentBoundTextures[ currentTextureSlot ] = boundTexture;
 
		 }
 
		 if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
 
			 gl.bindTexture( webglType, webglTexture );
 
			 boundTexture.type = webglType;
			 boundTexture.texture = webglTexture;
 
		 }
 
	 };
 
	 this.compressedTexImage2D = function () {
 
		 try {
 
			 gl.compressedTexImage2D.apply( gl, arguments );
 
		 } catch ( error ) {
 
			 console.error( error );
 
		 }
 
	 };
 
	 this.texImage2D = function () {
 
		 try {
 
			 gl.texImage2D.apply( gl, arguments );
 
		 } catch ( error ) {
 
			 console.error( error );
 
		 }
 
	 };
 
	 //
 
	 this.reset = function () {
 
		 for ( var i = 0; i < enabledAttributes.length; i ++ ) {
 
			 if ( enabledAttributes[ i ] === 1 ) {
 
				 gl.disableVertexAttribArray( i );
				 enabledAttributes[ i ] = 0;
 
			 }
 
		 }
 
		 capabilities = {};
 
		 compressedTextureFormats = null;
 
		 currentBlending = null;
 
		 currentDepthWrite = null;
		 currentColorWrite = null;
 
		 currentFlipSided = null;
 
	 };
 
 };
 
 // File:src/renderers/webgl/plugins/LensFlarePlugin.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.LensFlarePlugin = function ( renderer, flares ) {
 
	 var gl = renderer.context;
	 var state = renderer.state;
 
	 var vertexBuffer, elementBuffer;
	 var program, attributes, uniforms;
	 var hasVertexTexture;
 
	 var tempTexture, occlusionTexture;
 
	 function init() {
 
		 var vertices = new Float32Array( [
			 - 1, - 1,  0, 0,
				1, - 1,  1, 0,
				1,  1,  1, 1,
			 - 1,  1,  0, 1
		 ] );
 
		 var faces = new Uint16Array( [
			 0, 1, 2,
			 0, 2, 3
		 ] );
 
		 // buffers
 
		 vertexBuffer     = gl.createBuffer();
		 elementBuffer    = gl.createBuffer();
 
		 gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
		 gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
 
		 gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
		 gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
 
		 // textures
 
		 tempTexture      = gl.createTexture();
		 occlusionTexture = gl.createTexture();
 
		 state.bindTexture( gl.TEXTURE_2D, tempTexture );
		 gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
 
		 state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
		 gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
		 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
 
		 hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
 
		 var shader;
 
		 if ( hasVertexTexture ) {
 
			 shader = {
 
				 vertexShader: [
 
					 "uniform lowp int renderType;",
 
					 "uniform vec3 screenPosition;",
					 "uniform vec2 scale;",
					 "uniform float rotation;",
 
					 "uniform sampler2D occlusionMap;",
 
					 "attribute vec2 position;",
					 "attribute vec2 uv;",
 
					 "varying vec2 vUV;",
					 "varying float vVisibility;",
 
					 "void main() {",
 
						 "vUV = uv;",
 
						 "vec2 pos = position;",
 
						 "if ( renderType == 2 ) {",
 
							 "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
							 "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
 
							 "vVisibility =        visibility.r / 9.0;",
							 "vVisibility *= 1.0 - visibility.g / 9.0;",
							 "vVisibility *=       visibility.b / 9.0;",
							 "vVisibility *= 1.0 - visibility.a / 9.0;",
 
							 "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
							 "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
 
						 "}",
 
						 "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
 
					 "}"
 
				 ].join( "\n" ),
 
				 fragmentShader: [
 
					 "uniform lowp int renderType;",
 
					 "uniform sampler2D map;",
					 "uniform float opacity;",
					 "uniform vec3 color;",
 
					 "varying vec2 vUV;",
					 "varying float vVisibility;",
 
					 "void main() {",
 
						 // pink square
 
						 "if ( renderType == 0 ) {",
 
							 "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
 
						 // restore
 
						 "} else if ( renderType == 1 ) {",
 
							 "gl_FragColor = texture2D( map, vUV );",
 
						 // flare
 
						 "} else {",
 
							 "vec4 texture = texture2D( map, vUV );",
							 "texture.a *= opacity * vVisibility;",
							 "gl_FragColor = texture;",
							 "gl_FragColor.rgb *= color;",
 
						 "}",
 
					 "}"
 
				 ].join( "\n" )
 
			 };
 
		 } else {
 
			 shader = {
 
				 vertexShader: [
 
					 "uniform lowp int renderType;",
 
					 "uniform vec3 screenPosition;",
					 "uniform vec2 scale;",
					 "uniform float rotation;",
 
					 "attribute vec2 position;",
					 "attribute vec2 uv;",
 
					 "varying vec2 vUV;",
 
					 "void main() {",
 
						 "vUV = uv;",
 
						 "vec2 pos = position;",
 
						 "if ( renderType == 2 ) {",
 
							 "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
							 "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
 
						 "}",
 
						 "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
 
					 "}"
 
				 ].join( "\n" ),
 
				 fragmentShader: [
 
					 "precision mediump float;",
 
					 "uniform lowp int renderType;",
 
					 "uniform sampler2D map;",
					 "uniform sampler2D occlusionMap;",
					 "uniform float opacity;",
					 "uniform vec3 color;",
 
					 "varying vec2 vUV;",
 
					 "void main() {",
 
						 // pink square
 
						 "if ( renderType == 0 ) {",
 
							 "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
 
						 // restore
 
						 "} else if ( renderType == 1 ) {",
 
							 "gl_FragColor = texture2D( map, vUV );",
 
						 // flare
 
						 "} else {",
 
							 "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
							 "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
							 "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
							 "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
							 "visibility = ( 1.0 - visibility / 4.0 );",
 
							 "vec4 texture = texture2D( map, vUV );",
							 "texture.a *= opacity * visibility;",
							 "gl_FragColor = texture;",
							 "gl_FragColor.rgb *= color;",
 
						 "}",
 
					 "}"
 
				 ].join( "\n" )
 
			 };
 
		 }
 
		 program = createProgram( shader );
 
		 attributes = {
			 vertex: gl.getAttribLocation ( program, "position" ),
			 uv:     gl.getAttribLocation ( program, "uv" )
		 };
 
		 uniforms = {
			 renderType:     gl.getUniformLocation( program, "renderType" ),
			 map:            gl.getUniformLocation( program, "map" ),
			 occlusionMap:   gl.getUniformLocation( program, "occlusionMap" ),
			 opacity:        gl.getUniformLocation( program, "opacity" ),
			 color:          gl.getUniformLocation( program, "color" ),
			 scale:          gl.getUniformLocation( program, "scale" ),
			 rotation:       gl.getUniformLocation( program, "rotation" ),
			 screenPosition: gl.getUniformLocation( program, "screenPosition" )
		 };
 
	 }
 
	 /*
		* Render lens flares
		* Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
		*         reads these back and calculates occlusion.
		*/
 
	 this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
 
		 if ( flares.length === 0 ) return;
 
		 var tempPosition = new THREE.Vector3();
 
		 var invAspect = viewportHeight / viewportWidth,
			 halfViewportWidth = viewportWidth * 0.5,
			 halfViewportHeight = viewportHeight * 0.5;
 
		 var size = 16 / viewportHeight,
			 scale = new THREE.Vector2( size * invAspect, size );
 
		 var screenPosition = new THREE.Vector3( 1, 1, 0 ),
			 screenPositionPixels = new THREE.Vector2( 1, 1 );
 
		 if ( program === undefined ) {
 
			 init();
 
		 }
 
		 gl.useProgram( program );
 
		 state.initAttributes();
		 state.enableAttribute( attributes.vertex );
		 state.enableAttribute( attributes.uv );
		 state.disableUnusedAttributes();
 
		 // loop through all lens flares to update their occlusion and positions
		 // setup gl and common used attribs/uniforms
 
		 gl.uniform1i( uniforms.occlusionMap, 0 );
		 gl.uniform1i( uniforms.map, 1 );
 
		 gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
		 gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
		 gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
 
		 gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
 
		 state.disable( gl.CULL_FACE );
		 gl.depthMask( false );
 
		 for ( var i = 0, l = flares.length; i < l; i ++ ) {
 
			 size = 16 / viewportHeight;
			 scale.set( size * invAspect, size );
 
			 // calc object screen position
 
			 var flare = flares[ i ];
 
			 tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
 
			 tempPosition.applyMatrix4( camera.matrixWorldInverse );
			 tempPosition.applyProjection( camera.projectionMatrix );
 
			 // setup arrays for gl programs
 
			 screenPosition.copy( tempPosition );
 
			 screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
			 screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
 
			 // screen cull
 
			 if ( hasVertexTexture || (
				 screenPositionPixels.x > 0 &&
				 screenPositionPixels.x < viewportWidth &&
				 screenPositionPixels.y > 0 &&
				 screenPositionPixels.y < viewportHeight ) ) {
 
				 // save current RGB to temp texture
 
				 state.activeTexture( gl.TEXTURE0 );
				 state.bindTexture( gl.TEXTURE_2D, null );
				 state.activeTexture( gl.TEXTURE1 );
				 state.bindTexture( gl.TEXTURE_2D, tempTexture );
				 gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 
 
				 // render pink quad
 
				 gl.uniform1i( uniforms.renderType, 0 );
				 gl.uniform2f( uniforms.scale, scale.x, scale.y );
				 gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
 
				 state.disable( gl.BLEND );
				 state.enable( gl.DEPTH_TEST );
 
				 gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 
 
				 // copy result to occlusionMap
 
				 state.activeTexture( gl.TEXTURE0 );
				 state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
				 gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
 
 
				 // restore graphics
 
				 gl.uniform1i( uniforms.renderType, 1 );
				 state.disable( gl.DEPTH_TEST );
 
				 state.activeTexture( gl.TEXTURE1 );
				 state.bindTexture( gl.TEXTURE_2D, tempTexture );
				 gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 
 
				 // update object positions
 
				 flare.positionScreen.copy( screenPosition );
 
				 if ( flare.customUpdateCallback ) {
 
					 flare.customUpdateCallback( flare );
 
				 } else {
 
					 flare.updateLensFlares();
 
				 }
 
				 // render flares
 
				 gl.uniform1i( uniforms.renderType, 2 );
				 state.enable( gl.BLEND );
 
				 for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
 
					 var sprite = flare.lensFlares[ j ];
 
					 if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
 
						 screenPosition.x = sprite.x;
						 screenPosition.y = sprite.y;
						 screenPosition.z = sprite.z;
 
						 size = sprite.size * sprite.scale / viewportHeight;
 
						 scale.x = size * invAspect;
						 scale.y = size;
 
						 gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
						 gl.uniform2f( uniforms.scale, scale.x, scale.y );
						 gl.uniform1f( uniforms.rotation, sprite.rotation );
 
						 gl.uniform1f( uniforms.opacity, sprite.opacity );
						 gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
 
						 state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
						 renderer.setTexture( sprite.texture, 1 );
 
						 gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 
					 }
 
				 }
 
			 }
 
		 }
 
		 // restore gl
 
		 state.enable( gl.CULL_FACE );
		 state.enable( gl.DEPTH_TEST );
		 gl.depthMask( true );
 
		 renderer.resetGLState();
 
	 };
 
	 function createProgram ( shader ) {
 
		 var program = gl.createProgram();
 
		 var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
		 var vertexShader = gl.createShader( gl.VERTEX_SHADER );
 
		 var prefix = "precision " + renderer.getPrecision() + " float;\n";
 
		 gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
		 gl.shaderSource( vertexShader, prefix + shader.vertexShader );
 
		 gl.compileShader( fragmentShader );
		 gl.compileShader( vertexShader );
 
		 gl.attachShader( program, fragmentShader );
		 gl.attachShader( program, vertexShader );
 
		 gl.linkProgram( program );
 
		 return program;
 
	 }
 
 };
 
 // File:src/renderers/webgl/plugins/SpritePlugin.js
 
 /**
	* @author mikael emtinger / http://gomo.se/
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.SpritePlugin = function ( renderer, sprites ) {
 
	 var gl = renderer.context;
	 var state = renderer.state;
 
	 var vertexBuffer, elementBuffer;
	 var program, attributes, uniforms;
 
	 var texture;
 
	 // decompose matrixWorld
 
	 var spritePosition = new THREE.Vector3();
	 var spriteRotation = new THREE.Quaternion();
	 var spriteScale = new THREE.Vector3();
 
	 function init() {
 
		 var vertices = new Float32Array( [
			 - 0.5, - 0.5,  0, 0,
				 0.5, - 0.5,  1, 0,
				 0.5,   0.5,  1, 1,
			 - 0.5,   0.5,  0, 1
		 ] );
 
		 var faces = new Uint16Array( [
			 0, 1, 2,
			 0, 2, 3
		 ] );
 
		 vertexBuffer  = gl.createBuffer();
		 elementBuffer = gl.createBuffer();
 
		 gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
		 gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
 
		 gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
		 gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
 
		 program = createProgram();
 
		 attributes = {
			 position:			gl.getAttribLocation ( program, 'position' ),
			 uv:					gl.getAttribLocation ( program, 'uv' )
		 };
 
		 uniforms = {
			 uvOffset:			gl.getUniformLocation( program, 'uvOffset' ),
			 uvScale:			gl.getUniformLocation( program, 'uvScale' ),
 
			 rotation:			gl.getUniformLocation( program, 'rotation' ),
			 scale:				gl.getUniformLocation( program, 'scale' ),
 
			 color:				gl.getUniformLocation( program, 'color' ),
			 map:				gl.getUniformLocation( program, 'map' ),
			 opacity:			gl.getUniformLocation( program, 'opacity' ),
 
			 modelViewMatrix: 	gl.getUniformLocation( program, 'modelViewMatrix' ),
			 projectionMatrix:	gl.getUniformLocation( program, 'projectionMatrix' ),
 
			 fogType:			gl.getUniformLocation( program, 'fogType' ),
			 fogDensity:			gl.getUniformLocation( program, 'fogDensity' ),
			 fogNear:			gl.getUniformLocation( program, 'fogNear' ),
			 fogFar:				gl.getUniformLocation( program, 'fogFar' ),
			 fogColor:			gl.getUniformLocation( program, 'fogColor' ),
 
			 alphaTest:			gl.getUniformLocation( program, 'alphaTest' )
		 };
 
		 var canvas = document.createElement( 'canvas' );
		 canvas.width = 8;
		 canvas.height = 8;
 
		 var context = canvas.getContext( '2d' );
		 context.fillStyle = 'white';
		 context.fillRect( 0, 0, 8, 8 );
 
		 texture = new THREE.Texture( canvas );
		 texture.needsUpdate = true;
 
	 }
 
	 this.render = function ( scene, camera ) {
 
		 if ( sprites.length === 0 ) return;
 
		 // setup gl
 
		 if ( program === undefined ) {
 
			 init();
 
		 }
 
		 gl.useProgram( program );
 
		 state.initAttributes();
		 state.enableAttribute( attributes.position );
		 state.enableAttribute( attributes.uv );
		 state.disableUnusedAttributes();
 
		 state.disable( gl.CULL_FACE );
		 state.enable( gl.BLEND );
 
		 gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
		 gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
		 gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
 
		 gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
 
		 gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
 
		 state.activeTexture( gl.TEXTURE0 );
		 gl.uniform1i( uniforms.map, 0 );
 
		 var oldFogType = 0;
		 var sceneFogType = 0;
		 var fog = scene.fog;
 
		 if ( fog ) {
 
			 gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
 
			 if ( fog instanceof THREE.Fog ) {
 
				 gl.uniform1f( uniforms.fogNear, fog.near );
				 gl.uniform1f( uniforms.fogFar, fog.far );
 
				 gl.uniform1i( uniforms.fogType, 1 );
				 oldFogType = 1;
				 sceneFogType = 1;
 
			 } else if ( fog instanceof THREE.FogExp2 ) {
 
				 gl.uniform1f( uniforms.fogDensity, fog.density );
 
				 gl.uniform1i( uniforms.fogType, 2 );
				 oldFogType = 2;
				 sceneFogType = 2;
 
			 }
 
		 } else {
 
			 gl.uniform1i( uniforms.fogType, 0 );
			 oldFogType = 0;
			 sceneFogType = 0;
 
		 }
 
 
		 // update positions and sort
 
		 for ( var i = 0, l = sprites.length; i < l; i ++ ) {
 
			 var sprite = sprites[ i ];
 
			 sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
			 sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
 
		 }
 
		 sprites.sort( painterSortStable );
 
		 // render all sprites
 
		 var scale = [];
 
		 for ( var i = 0, l = sprites.length; i < l; i ++ ) {
 
			 var sprite = sprites[ i ];
			 var material = sprite.material;
 
			 gl.uniform1f( uniforms.alphaTest, material.alphaTest );
			 gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
 
			 sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
 
			 scale[ 0 ] = spriteScale.x;
			 scale[ 1 ] = spriteScale.y;
 
			 var fogType = 0;
 
			 if ( scene.fog && material.fog ) {
 
				 fogType = sceneFogType;
 
			 }
 
			 if ( oldFogType !== fogType ) {
 
				 gl.uniform1i( uniforms.fogType, fogType );
				 oldFogType = fogType;
 
			 }
 
			 if ( material.map !== null ) {
 
				 gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
				 gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
 
			 } else {
 
				 gl.uniform2f( uniforms.uvOffset, 0, 0 );
				 gl.uniform2f( uniforms.uvScale, 1, 1 );
 
			 }
 
			 gl.uniform1f( uniforms.opacity, material.opacity );
			 gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
 
			 gl.uniform1f( uniforms.rotation, material.rotation );
			 gl.uniform2fv( uniforms.scale, scale );
 
			 state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			 state.setDepthTest( material.depthTest );
			 state.setDepthWrite( material.depthWrite );
 
			 if ( material.map && material.map.image && material.map.image.width ) {
 
				 renderer.setTexture( material.map, 0 );
 
			 } else {
 
				 renderer.setTexture( texture, 0 );
 
			 }
 
			 gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 
		 }
 
		 // restore gl
 
		 state.enable( gl.CULL_FACE );
 
		 renderer.resetGLState();
 
	 };
 
	 function createProgram () {
 
		 var program = gl.createProgram();
 
		 var vertexShader = gl.createShader( gl.VERTEX_SHADER );
		 var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
 
		 gl.shaderSource( vertexShader, [
 
			 'precision ' + renderer.getPrecision() + ' float;',
 
			 'uniform mat4 modelViewMatrix;',
			 'uniform mat4 projectionMatrix;',
			 'uniform float rotation;',
			 'uniform vec2 scale;',
			 'uniform vec2 uvOffset;',
			 'uniform vec2 uvScale;',
 
			 'attribute vec2 position;',
			 'attribute vec2 uv;',
 
			 'varying vec2 vUV;',
 
			 'void main() {',
 
				 'vUV = uvOffset + uv * uvScale;',
 
				 'vec2 alignedPosition = position * scale;',
 
				 'vec2 rotatedPosition;',
				 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
				 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
 
				 'vec4 finalPosition;',
 
				 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
				 'finalPosition.xy += rotatedPosition;',
				 'finalPosition = projectionMatrix * finalPosition;',
 
				 'gl_Position = finalPosition;',
 
			 '}'
 
		 ].join( '\n' ) );
 
		 gl.shaderSource( fragmentShader, [
 
			 'precision ' + renderer.getPrecision() + ' float;',
 
			 'uniform vec3 color;',
			 'uniform sampler2D map;',
			 'uniform float opacity;',
 
			 'uniform int fogType;',
			 'uniform vec3 fogColor;',
			 'uniform float fogDensity;',
			 'uniform float fogNear;',
			 'uniform float fogFar;',
			 'uniform float alphaTest;',
 
			 'varying vec2 vUV;',
 
			 'void main() {',
 
				 'vec4 texture = texture2D( map, vUV );',
 
				 'if ( texture.a < alphaTest ) discard;',
 
				 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
 
				 'if ( fogType > 0 ) {',
 
					 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
					 'float fogFactor = 0.0;',
 
					 'if ( fogType == 1 ) {',
 
						 'fogFactor = smoothstep( fogNear, fogFar, depth );',
 
					 '} else {',
 
						 'const float LOG2 = 1.442695;',
						 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
						 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
 
					 '}',
 
					 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
 
				 '}',
 
			 '}'
 
		 ].join( '\n' ) );
 
		 gl.compileShader( vertexShader );
		 gl.compileShader( fragmentShader );
 
		 gl.attachShader( program, vertexShader );
		 gl.attachShader( program, fragmentShader );
 
		 gl.linkProgram( program );
 
		 return program;
 
	 }
 
	 function painterSortStable ( a, b ) {
 
		 if ( a.z !== b.z ) {
 
			 return b.z - a.z;
 
		 } else {
 
			 return b.id - a.id;
 
		 }
 
	 }
 
 };
 
 // File:src/extras/CurveUtils.js
 
 /**
	* @author zz85 / http://www.lab4games.net/zz85/blog
	*/
 
 THREE.CurveUtils = {
 
	 tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
 
		 return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
 
	 },
 
	 // Puay Bing, thanks for helping with this derivative!
 
	 tangentCubicBezier: function ( t, p0, p1, p2, p3 ) {
 
		 return - 3 * p0 * ( 1 - t ) * ( 1 - t )  +
			 3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) +
			 6 * t *  p2 * ( 1 - t ) - 3 * t * t * p2 +
			 3 * t * t * p3;
 
	 },
 
	 tangentSpline: function ( t, p0, p1, p2, p3 ) {
 
		 // To check if my formulas are correct
 
		 var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
		 var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
		 var h01 = - 6 * t * t + 6 * t; 	// − 2t3 + 3t2
		 var h11 = 3 * t * t - 2 * t;	// t3 − t2
 
		 return h00 + h10 + h01 + h11;
 
	 },
 
	 // Catmull-Rom
 
	 interpolate: function( p0, p1, p2, p3, t ) {
 
		 var v0 = ( p2 - p0 ) * 0.5;
		 var v1 = ( p3 - p1 ) * 0.5;
		 var t2 = t * t;
		 var t3 = t * t2;
		 return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
 
	 }
 
 };
 
 // File:src/extras/GeometryUtils.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.GeometryUtils = {
 
	 merge: function ( geometry1, geometry2, materialIndexOffset ) {
 
		 console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
 
		 var matrix;
 
		 if ( geometry2 instanceof THREE.Mesh ) {
 
			 geometry2.matrixAutoUpdate && geometry2.updateMatrix();
 
			 matrix = geometry2.matrix;
			 geometry2 = geometry2.geometry;
 
		 }
 
		 geometry1.merge( geometry2, matrix, materialIndexOffset );
 
	 },
 
	 center: function ( geometry ) {
 
		 console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
		 return geometry.center();
 
	 }
 
 };
 
 // File:src/extras/ImageUtils.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	* @author Daosheng Mu / https://github.com/DaoshengMu/
	*/
 
 THREE.ImageUtils = {
 
	 crossOrigin: undefined,
 
	 loadTexture: function ( url, mapping, onLoad, onError ) {
 
		 console.warn( 'THREE.ImageUtils.loadTexture is being deprecated. Use THREE.TextureLoader() instead.' );
 
		 var loader = new THREE.TextureLoader();
		 loader.setCrossOrigin( this.crossOrigin );
 
		 var texture = loader.load( url, onLoad, undefined, onError );
 
		 if ( mapping ) texture.mapping = mapping;
 
		 return texture;
 
	 },
 
	 loadTextureCube: function ( urls, mapping, onLoad, onError ) {
 
		 console.warn( 'THREE.ImageUtils.loadTextureCube is being deprecated. Use THREE.CubeTextureLoader() instead.' );
 
		 var loader = new THREE.CubeTextureLoader();
		 loader.setCrossOrigin( this.crossOrigin );
 
		 var texture = loader.load( urls, onLoad, undefined, onError );
 
		 if ( mapping ) texture.mapping = mapping;
 
		 return texture;
 
	 },
 
	 loadCompressedTexture: function () {
 
		 console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
 
	 },
 
	 loadCompressedTextureCube: function () {
 
		 console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
 
	 }
 
 };
 
 // File:src/extras/SceneUtils.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.SceneUtils = {
 
	 createMultiMaterialObject: function ( geometry, materials ) {
 
		 var group = new THREE.Group();
 
		 for ( var i = 0, l = materials.length; i < l; i ++ ) {
 
			 group.add( new THREE.Mesh( geometry, materials[ i ] ) );
 
		 }
 
		 return group;
 
	 },
 
	 detach: function ( child, parent, scene ) {
 
		 child.applyMatrix( parent.matrixWorld );
		 parent.remove( child );
		 scene.add( child );
 
	 },
 
	 attach: function ( child, scene, parent ) {
 
		 var matrixWorldInverse = new THREE.Matrix4();
		 matrixWorldInverse.getInverse( parent.matrixWorld );
		 child.applyMatrix( matrixWorldInverse );
 
		 scene.remove( child );
		 parent.add( child );
 
	 }
 
 };
 
 // File:src/extras/ShapeUtils.js
 
 /**
	* @author zz85 / http://www.lab4games.net/zz85/blog
	*/
 
 THREE.ShapeUtils = {
 
	 // calculate area of the contour polygon
 
	 area: function ( contour ) {
 
		 var n = contour.length;
		 var a = 0.0;
 
		 for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
 
			 a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
 
		 }
 
		 return a * 0.5;
 
	 },
 
	 triangulate: ( function () {
 
		 /**
			* This code is a quick port of code written in C++ which was submitted to
			* flipcode.com by John W. Ratcliff  // July 22, 2000
			* See original code and more information here:
			* http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
			*
			* ported to actionscript by Zevan Rosser
			* www.actionsnippet.com
			*
			* ported to javascript by Joshua Koo
			* http://www.lab4games.net/zz85/blog
			*
			*/
 
		 function snip( contour, u, v, w, n, verts ) {
 
			 var p;
			 var ax, ay, bx, by;
			 var cx, cy, px, py;
 
			 ax = contour[ verts[ u ] ].x;
			 ay = contour[ verts[ u ] ].y;
 
			 bx = contour[ verts[ v ] ].x;
			 by = contour[ verts[ v ] ].y;
 
			 cx = contour[ verts[ w ] ].x;
			 cy = contour[ verts[ w ] ].y;
 
			 if ( Number.EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
 
			 var aX, aY, bX, bY, cX, cY;
			 var apx, apy, bpx, bpy, cpx, cpy;
			 var cCROSSap, bCROSScp, aCROSSbp;
 
			 aX = cx - bx;  aY = cy - by;
			 bX = ax - cx;  bY = ay - cy;
			 cX = bx - ax;  cY = by - ay;
 
			 for ( p = 0; p < n; p ++ ) {
 
				 px = contour[ verts[ p ] ].x;
				 py = contour[ verts[ p ] ].y;
 
				 if ( ( ( px === ax ) && ( py === ay ) ) ||
						( ( px === bx ) && ( py === by ) ) ||
						( ( px === cx ) && ( py === cy ) ) )	continue;
 
				 apx = px - ax;  apy = py - ay;
				 bpx = px - bx;  bpy = py - by;
				 cpx = px - cx;  cpy = py - cy;
 
				 // see if p is inside triangle abc
 
				 aCROSSbp = aX * bpy - aY * bpx;
				 cCROSSap = cX * apy - cY * apx;
				 bCROSScp = bX * cpy - bY * cpx;
 
				 if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;
 
			 }
 
			 return true;
 
		 }
 
		 // takes in an contour array and returns
 
		 return function ( contour, indices ) {
 
			 var n = contour.length;
 
			 if ( n < 3 ) return null;
 
			 var result = [],
				 verts = [],
				 vertIndices = [];
 
			 /* we want a counter-clockwise polygon in verts */
 
			 var u, v, w;
 
			 if ( THREE.ShapeUtils.area( contour ) > 0.0 ) {
 
				 for ( v = 0; v < n; v ++ ) verts[ v ] = v;
 
			 } else {
 
				 for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
 
			 }
 
			 var nv = n;
 
			 /*  remove nv - 2 vertices, creating 1 triangle every time */
 
			 var count = 2 * nv;   /* error detection */
 
			 for ( v = nv - 1; nv > 2; ) {
 
				 /* if we loop, it is probably a non-simple polygon */
 
				 if ( ( count -- ) <= 0 ) {
 
					 //** Triangulate: ERROR - probable bad polygon!
 
					 //throw ( "Warning, unable to triangulate polygon!" );
					 //return null;
					 // Sometimes warning is fine, especially polygons are triangulated in reverse.
					 console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
 
					 if ( indices ) return vertIndices;
					 return result;
 
				 }
 
				 /* three consecutive vertices in current polygon, <u,v,w> */
 
				 u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
				 v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
				 w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
 
				 if ( snip( contour, u, v, w, nv, verts ) ) {
 
					 var a, b, c, s, t;
 
					 /* true names of the vertices */
 
					 a = verts[ u ];
					 b = verts[ v ];
					 c = verts[ w ];
 
					 /* output Triangle */
 
					 result.push( [ contour[ a ],
						 contour[ b ],
						 contour[ c ] ] );
 
 
					 vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
 
					 /* remove v from the remaining polygon */
 
					 for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
 
						 verts[ s ] = verts[ t ];
 
					 }
 
					 nv --;
 
					 /* reset error detection counter */
 
					 count = 2 * nv;
 
				 }
 
			 }
 
			 if ( indices ) return vertIndices;
			 return result;
 
		 }
 
	 } )(),
 
	 triangulateShape: function ( contour, holes ) {
 
		 function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
 
			 // inOtherPt needs to be collinear to the inSegment
			 if ( inSegPt1.x !== inSegPt2.x ) {
 
				 if ( inSegPt1.x < inSegPt2.x ) {
 
					 return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
 
				 } else {
 
					 return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
 
				 }
 
			 } else {
 
				 if ( inSegPt1.y < inSegPt2.y ) {
 
					 return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
 
				 } else {
 
					 return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
 
				 }
 
			 }
 
		 }
 
		 function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
 
			 var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
			 var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
 
			 var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
			 var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
 
			 var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
			 var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
 
			 if ( Math.abs( limit ) > Number.EPSILON ) {
 
				 // not parallel
 
				 var perpSeg2;
				 if ( limit > 0 ) {
 
					 if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
					 perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
					 if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];
 
				 } else {
 
					 if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
					 perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
					 if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];
 
				 }
 
				 // i.e. to reduce rounding errors
				 // intersection at endpoint of segment#1?
				 if ( perpSeg2 === 0 ) {
 
					 if ( ( inExcludeAdjacentSegs ) &&
							( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
					 return [ inSeg1Pt1 ];
 
				 }
				 if ( perpSeg2 === limit ) {
 
					 if ( ( inExcludeAdjacentSegs ) &&
							( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
					 return [ inSeg1Pt2 ];
 
				 }
				 // intersection at endpoint of segment#2?
				 if ( perpSeg1 === 0 )		return [ inSeg2Pt1 ];
				 if ( perpSeg1 === limit )	return [ inSeg2Pt2 ];
 
				 // return real intersection point
				 var factorSeg1 = perpSeg2 / limit;
				 return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
							 y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
 
			 } else {
 
				 // parallel or collinear
				 if ( ( perpSeg1 !== 0 ) ||
						( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) 			return [];
 
				 // they are collinear or degenerate
				 var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) );	// segment1 is just a point?
				 var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) );	// segment2 is just a point?
				 // both segments are points
				 if ( seg1Pt && seg2Pt ) {
 
					 if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
							( inSeg1Pt1.y !== inSeg2Pt1.y ) )		return [];	// they are distinct  points
					 return [ inSeg1Pt1 ];                 						// they are the same point
 
				 }
				 // segment#1  is a single point
				 if ( seg1Pt ) {
 
					 if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
					 return [ inSeg1Pt1 ];
 
				 }
				 // segment#2  is a single point
				 if ( seg2Pt ) {
 
					 if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
					 return [ inSeg2Pt1 ];
 
				 }
 
				 // they are collinear segments, which might overlap
				 var seg1min, seg1max, seg1minVal, seg1maxVal;
				 var seg2min, seg2max, seg2minVal, seg2maxVal;
				 if ( seg1dx !== 0 ) {
 
					 // the segments are NOT on a vertical line
					 if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
 
						 seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
						 seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
 
					 } else {
 
						 seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
						 seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
 
					 }
					 if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
 
						 seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
						 seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
 
					 } else {
 
						 seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
						 seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
 
					 }
 
				 } else {
 
					 // the segments are on a vertical line
					 if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
 
						 seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
						 seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
 
					 } else {
 
						 seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
						 seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
 
					 }
					 if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
 
						 seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
						 seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
 
					 } else {
 
						 seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
						 seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
 
					 }
 
				 }
				 if ( seg1minVal <= seg2minVal ) {
 
					 if ( seg1maxVal <  seg2minVal )	return [];
					 if ( seg1maxVal === seg2minVal )	{
 
						 if ( inExcludeAdjacentSegs )		return [];
						 return [ seg2min ];
 
					 }
					 if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
					 return	[ seg2min, seg2max ];
 
				 } else {
 
					 if ( seg1minVal >  seg2maxVal )	return [];
					 if ( seg1minVal === seg2maxVal )	{
 
						 if ( inExcludeAdjacentSegs )		return [];
						 return [ seg1min ];
 
					 }
					 if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
					 return	[ seg1min, seg2max ];
 
				 }
 
			 }
 
		 }
 
		 function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
 
			 // The order of legs is important
 
			 // translation of all points, so that Vertex is at (0,0)
			 var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
			 var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
			 var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;
 
			 // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
			 var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
			 var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;
 
			 if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
 
				 // angle != 180 deg.
 
				 var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
				 // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
 
				 if ( from2toAngle > 0 ) {
 
					 // main angle < 180 deg.
					 return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
 
				 } else {
 
					 // main angle > 180 deg.
					 return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
 
				 }
 
			 } else {
 
				 // angle == 180 deg.
				 // console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
				 return	( from2otherAngle > 0 );
 
			 }
 
		 }
 
 
		 function removeHoles( contour, holes ) {
 
			 var shape = contour.concat(); // work on this shape
			 var hole;
 
			 function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
 
				 // Check if hole point lies within angle around shape point
				 var lastShapeIdx = shape.length - 1;
 
				 var prevShapeIdx = inShapeIdx - 1;
				 if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;
 
				 var nextShapeIdx = inShapeIdx + 1;
				 if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;
 
				 var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
				 if ( ! insideAngle ) {
 
					 // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
					 return	false;
 
				 }
 
				 // Check if shape point lies within angle around hole point
				 var lastHoleIdx = hole.length - 1;
 
				 var prevHoleIdx = inHoleIdx - 1;
				 if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;
 
				 var nextHoleIdx = inHoleIdx + 1;
				 if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;
 
				 insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
				 if ( ! insideAngle ) {
 
					 // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
					 return	false;
 
				 }
 
				 return	true;
 
			 }
 
			 function intersectsShapeEdge( inShapePt, inHolePt ) {
 
				 // checks for intersections with shape edges
				 var sIdx, nextIdx, intersection;
				 for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
 
					 nextIdx = sIdx + 1; nextIdx %= shape.length;
					 intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
					 if ( intersection.length > 0 )		return	true;
 
				 }
 
				 return	false;
 
			 }
 
			 var indepHoles = [];
 
			 function intersectsHoleEdge( inShapePt, inHolePt ) {
 
				 // checks for intersections with hole edges
				 var ihIdx, chkHole,
					 hIdx, nextIdx, intersection;
				 for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
 
					 chkHole = holes[ indepHoles[ ihIdx ]];
					 for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
 
						 nextIdx = hIdx + 1; nextIdx %= chkHole.length;
						 intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
						 if ( intersection.length > 0 )		return	true;
 
					 }
 
				 }
				 return	false;
 
			 }
 
			 var holeIndex, shapeIndex,
				 shapePt, holePt,
				 holeIdx, cutKey, failedCuts = [],
				 tmpShape1, tmpShape2,
				 tmpHole1, tmpHole2;
 
			 for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
 
				 indepHoles.push( h );
 
			 }
 
			 var minShapeIndex = 0;
			 var counter = indepHoles.length * 2;
			 while ( indepHoles.length > 0 ) {
 
				 counter --;
				 if ( counter < 0 ) {
 
					 console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
					 break;
 
				 }
 
				 // search for shape-vertex and hole-vertex,
				 // which can be connected without intersections
				 for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
 
					 shapePt = shape[ shapeIndex ];
					 holeIndex	= - 1;
 
					 // search for hole which can be reached without intersections
					 for ( var h = 0; h < indepHoles.length; h ++ ) {
 
						 holeIdx = indepHoles[ h ];
 
						 // prevent multiple checks
						 cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
						 if ( failedCuts[ cutKey ] !== undefined )			continue;
 
						 hole = holes[ holeIdx ];
						 for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
 
							 holePt = hole[ h2 ];
							 if ( ! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
							 if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
							 if ( intersectsHoleEdge( shapePt, holePt ) )		continue;
 
							 holeIndex = h2;
							 indepHoles.splice( h, 1 );
 
							 tmpShape1 = shape.slice( 0, shapeIndex + 1 );
							 tmpShape2 = shape.slice( shapeIndex );
							 tmpHole1 = hole.slice( holeIndex );
							 tmpHole2 = hole.slice( 0, holeIndex + 1 );
 
							 shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
 
							 minShapeIndex = shapeIndex;
 
							 // Debug only, to show the selected cuts
							 // glob_CutLines.push( [ shapePt, holePt ] );
 
							 break;
 
						 }
						 if ( holeIndex >= 0 )	break;		// hole-vertex found
 
						 failedCuts[ cutKey ] = true;			// remember failure
 
					 }
					 if ( holeIndex >= 0 )	break;		// hole-vertex found
 
				 }
 
			 }
 
			 return shape; 			/* shape with no holes */
 
		 }
 
 
		 var i, il, f, face,
			 key, index,
			 allPointsMap = {};
 
		 // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
 
		 var allpoints = contour.concat();
 
		 for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
 
			 Array.prototype.push.apply( allpoints, holes[ h ] );
 
		 }
 
		 //console.log( "allpoints",allpoints, allpoints.length );
 
		 // prepare all points map
 
		 for ( i = 0, il = allpoints.length; i < il; i ++ ) {
 
			 key = allpoints[ i ].x + ":" + allpoints[ i ].y;
 
			 if ( allPointsMap[ key ] !== undefined ) {
 
				 console.warn( "THREE.Shape: Duplicate point", key );
 
			 }
 
			 allPointsMap[ key ] = i;
 
		 }
 
		 // remove holes by cutting paths to holes and adding them to the shape
		 var shapeWithoutHoles = removeHoles( contour, holes );
 
		 var triangles = THREE.ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
		 //console.log( "triangles",triangles, triangles.length );
 
		 // check all face vertices against all points map
 
		 for ( i = 0, il = triangles.length; i < il; i ++ ) {
 
			 face = triangles[ i ];
 
			 for ( f = 0; f < 3; f ++ ) {
 
				 key = face[ f ].x + ":" + face[ f ].y;
 
				 index = allPointsMap[ key ];
 
				 if ( index !== undefined ) {
 
					 face[ f ] = index;
 
				 }
 
			 }
 
		 }
 
		 return triangles.concat();
 
	 },
 
	 isClockWise: function ( pts ) {
 
		 return THREE.ShapeUtils.area( pts ) < 0;
 
	 },
 
	 // Bezier Curves formulas obtained from
	 // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
 
	 // Quad Bezier Functions
 
	 b2: ( function () {
 
		 function b2p0( t, p ) {
 
			 var k = 1 - t;
			 return k * k * p;
 
		 }
 
		 function b2p1( t, p ) {
 
			 return 2 * ( 1 - t ) * t * p;
 
		 }
 
		 function b2p2( t, p ) {
 
			 return t * t * p;
 
		 }
 
		 return function ( t, p0, p1, p2 ) {
 
			 return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 );
 
		 };
 
	 } )(),
 
	 // Cubic Bezier Functions
 
	 b3: ( function () {
 
		 function b3p0( t, p ) {
 
			 var k = 1 - t;
			 return k * k * k * p;
 
		 }
 
		 function b3p1( t, p ) {
 
			 var k = 1 - t;
			 return 3 * k * k * t * p;
 
		 }
 
		 function b3p2( t, p ) {
 
			 var k = 1 - t;
			 return 3 * k * t * t * p;
 
		 }
 
		 function b3p3( t, p ) {
 
			 return t * t * t * p;
 
		 }
 
		 return function ( t, p0, p1, p2, p3 ) {
 
			 return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 );
 
		 };
 
	 } )()
 
 };
 
 // File:src/extras/audio/Audio.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.Audio = function ( listener ) {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'Audio';
 
	 this.context = listener.context;
	 this.source = this.context.createBufferSource();
	 this.source.onended = this.onEnded.bind( this );
 
	 this.gain = this.context.createGain();
	 this.gain.connect( this.context.destination );
 
	 this.panner = this.context.createPanner();
	 this.panner.connect( this.gain );
 
	 this.autoplay = false;
 
	 this.startTime = 0;
	 this.playbackRate = 1;
	 this.isPlaying = false;
 
 };
 
 THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
 THREE.Audio.prototype.constructor = THREE.Audio;
 
 THREE.Audio.prototype.load = function ( file ) {
 
	 var scope = this;
 
	 var request = new XMLHttpRequest();
	 request.open( 'GET', file, true );
	 request.responseType = 'arraybuffer';
	 request.onload = function ( e ) {
 
		 scope.context.decodeAudioData( this.response, function ( buffer ) {
 
			 scope.source.buffer = buffer;
 
			 if ( scope.autoplay ) scope.play();
 
		 } );
 
	 };
	 request.send();
 
	 return this;
 
 };
 
 THREE.Audio.prototype.play = function () {
 
	 if ( this.isPlaying === true ) {
 
		 console.warn( 'THREE.Audio: Audio is already playing.' );
		 return;
 
	 }
 
	 var source = this.context.createBufferSource();
 
	 source.buffer = this.source.buffer;
	 source.loop = this.source.loop;
	 source.onended = this.source.onended;
	 source.start( 0, this.startTime );
	 source.playbackRate.value = this.playbackRate;
 
	 this.isPlaying = true;
 
	 this.source = source;
 
	 this.connect();
 
 };
 
 THREE.Audio.prototype.pause = function () {
 
	 this.source.stop();
	 this.startTime = this.context.currentTime;
 
 };
 
 THREE.Audio.prototype.stop = function () {
 
	 this.source.stop();
	 this.startTime = 0;
 
 };
 
 THREE.Audio.prototype.connect = function () {
 
	 if ( this.filter !== undefined ) {
 
		 this.source.connect( this.filter );
		 this.filter.connect( this.panner );
 
	 } else {
 
		 this.source.connect( this.panner );
 
	 }
 
 };
 
 THREE.Audio.prototype.disconnect = function () {
 
	 if ( this.filter !== undefined ) {
 
		 this.source.disconnect( this.filter );
		 this.filter.disconnect( this.panner );
 
	 } else {
 
		 this.source.disconnect( this.panner );
 
	 }
 
 };
 
 THREE.Audio.prototype.setFilter = function ( value ) {
 
	 if ( this.isPlaying === true ) {
 
		 this.disconnect();
		 this.filter = value;
		 this.connect();
 
	 } else {
 
		 this.filter = value;
 
	 }
 
 };
 
 THREE.Audio.prototype.getFilter = function () {
 
	 return this.filter;
 
 };
 
 THREE.Audio.prototype.setPlaybackRate = function ( value ) {
 
	 this.playbackRate = value;
 
	 if ( this.isPlaying === true ) {
 
		 this.source.playbackRate.value = this.playbackRate;
 
	 }
 
 };
 
 THREE.Audio.prototype.getPlaybackRate = function () {
 
	 return this.playbackRate;
 
 };
 
 THREE.Audio.prototype.onEnded = function() {
 
	 this.isPlaying = false;
 
 };
 
 THREE.Audio.prototype.setLoop = function ( value ) {
 
	 this.source.loop = value;
 
 };
 
 THREE.Audio.prototype.getLoop = function () {
 
	 return this.source.loop;
 
 };
 
 THREE.Audio.prototype.setRefDistance = function ( value ) {
 
	 this.panner.refDistance = value;
 
 };
 
 THREE.Audio.prototype.getRefDistance = function () {
 
	 return this.panner.refDistance;
 
 };
 
 THREE.Audio.prototype.setRolloffFactor = function ( value ) {
 
	 this.panner.rolloffFactor = value;
 
 };
 
 THREE.Audio.prototype.getRolloffFactor = function () {
 
	 return this.panner.rolloffFactor;
 
 };
 
 THREE.Audio.prototype.setVolume = function ( value ) {
 
	 this.gain.gain.value = value;
 
 };
 
 THREE.Audio.prototype.getVolume = function () {
 
	 return this.gain.gain.value;
 
 };
 
 THREE.Audio.prototype.updateMatrixWorld = ( function () {
 
	 var position = new THREE.Vector3();
 
	 return function updateMatrixWorld( force ) {
 
		 THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
 
		 position.setFromMatrixPosition( this.matrixWorld );
 
		 this.panner.setPosition( position.x, position.y, position.z );
 
	 };
 
 } )();
 
 // File:src/extras/audio/AudioListener.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.AudioListener = function () {
 
	 THREE.Object3D.call( this );
 
	 this.type = 'AudioListener';
 
	 this.context = new ( window.AudioContext || window.webkitAudioContext )();
 
 };
 
 THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
 THREE.AudioListener.prototype.constructor = THREE.AudioListener;
 
 THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
 
	 var position = new THREE.Vector3();
	 var quaternion = new THREE.Quaternion();
	 var scale = new THREE.Vector3();
 
	 var orientation = new THREE.Vector3();
 
	 return function updateMatrixWorld( force ) {
 
		 THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
 
		 var listener = this.context.listener;
		 var up = this.up;
 
		 this.matrixWorld.decompose( position, quaternion, scale );
 
		 orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
 
		 listener.setPosition( position.x, position.y, position.z );
		 listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
 
	 };
 
 } )();
 
 // File:src/extras/core/Curve.js
 
 /**
	* @author zz85 / http://www.lab4games.net/zz85/blog
	* Extensible curve object
	*
	* Some common of Curve methods
	* .getPoint(t), getTangent(t)
	* .getPointAt(u), getTagentAt(u)
	* .getPoints(), .getSpacedPoints()
	* .getLength()
	* .updateArcLengths()
	*
	* This following classes subclasses THREE.Curve:
	*
	* -- 2d classes --
	* THREE.LineCurve
	* THREE.QuadraticBezierCurve
	* THREE.CubicBezierCurve
	* THREE.SplineCurve
	* THREE.ArcCurve
	* THREE.EllipseCurve
	*
	* -- 3d classes --
	* THREE.LineCurve3
	* THREE.QuadraticBezierCurve3
	* THREE.CubicBezierCurve3
	* THREE.SplineCurve3
	* THREE.ClosedSplineCurve3
	*
	* A series of curves can be represented as a THREE.CurvePath
	*
	**/
 
 /**************************************************************
	*	Abstract Curve base class
	**************************************************************/
 
 THREE.Curve = function () {
 
 };
 
 THREE.Curve.prototype = {
 
	 constructor: THREE.Curve,
 
	 // Virtual base class method to overwrite and implement in subclasses
	 //	- t [0 .. 1]
 
	 getPoint: function ( t ) {
 
		 console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
		 return null;
 
	 },
 
	 // Get point at relative position in curve according to arc length
	 // - u [0 .. 1]
 
	 getPointAt: function ( u ) {
 
		 var t = this.getUtoTmapping( u );
		 return this.getPoint( t );
 
	 },
 
	 // Get sequence of points using getPoint( t )
 
	 getPoints: function ( divisions ) {
 
		 if ( ! divisions ) divisions = 5;
 
		 var d, pts = [];
 
		 for ( d = 0; d <= divisions; d ++ ) {
 
			 pts.push( this.getPoint( d / divisions ) );
 
		 }
 
		 return pts;
 
	 },
 
	 // Get sequence of points using getPointAt( u )
 
	 getSpacedPoints: function ( divisions ) {
 
		 if ( ! divisions ) divisions = 5;
 
		 var d, pts = [];
 
		 for ( d = 0; d <= divisions; d ++ ) {
 
			 pts.push( this.getPointAt( d / divisions ) );
 
		 }
 
		 return pts;
 
	 },
 
	 // Get total curve arc length
 
	 getLength: function () {
 
		 var lengths = this.getLengths();
		 return lengths[ lengths.length - 1 ];
 
	 },
 
	 // Get list of cumulative segment lengths
 
	 getLengths: function ( divisions ) {
 
		 if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
 
		 if ( this.cacheArcLengths
			 && ( this.cacheArcLengths.length === divisions + 1 )
			 && ! this.needsUpdate ) {
 
			 //console.log( "cached", this.cacheArcLengths );
			 return this.cacheArcLengths;
 
		 }
 
		 this.needsUpdate = false;
 
		 var cache = [];
		 var current, last = this.getPoint( 0 );
		 var p, sum = 0;
 
		 cache.push( 0 );
 
		 for ( p = 1; p <= divisions; p ++ ) {
 
			 current = this.getPoint ( p / divisions );
			 sum += current.distanceTo( last );
			 cache.push( sum );
			 last = current;
 
		 }
 
		 this.cacheArcLengths = cache;
 
		 return cache; // { sums: cache, sum:sum }; Sum is in the last element.
 
	 },
 
	 updateArcLengths: function() {
 
		 this.needsUpdate = true;
		 this.getLengths();
 
	 },
 
	 // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
 
	 getUtoTmapping: function ( u, distance ) {
 
		 var arcLengths = this.getLengths();
 
		 var i = 0, il = arcLengths.length;
 
		 var targetArcLength; // The targeted u distance value to get
 
		 if ( distance ) {
 
			 targetArcLength = distance;
 
		 } else {
 
			 targetArcLength = u * arcLengths[ il - 1 ];
 
		 }
 
		 //var time = Date.now();
 
		 // binary search for the index with largest value smaller than target u distance
 
		 var low = 0, high = il - 1, comparison;
 
		 while ( low <= high ) {
 
			 i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
 
			 comparison = arcLengths[ i ] - targetArcLength;
 
			 if ( comparison < 0 ) {
 
				 low = i + 1;
 
			 } else if ( comparison > 0 ) {
 
				 high = i - 1;
 
			 } else {
 
				 high = i;
				 break;
 
				 // DONE
 
			 }
 
		 }
 
		 i = high;
 
		 //console.log('b' , i, low, high, Date.now()- time);
 
		 if ( arcLengths[ i ] === targetArcLength ) {
 
			 var t = i / ( il - 1 );
			 return t;
 
		 }
 
		 // we could get finer grain at lengths, or use simple interpolation between two points
 
		 var lengthBefore = arcLengths[ i ];
		 var lengthAfter = arcLengths[ i + 1 ];
 
		 var segmentLength = lengthAfter - lengthBefore;
 
		 // determine where we are between the 'before' and 'after' points
 
		 var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
 
		 // add that fractional amount to t
 
		 var t = ( i + segmentFraction ) / ( il - 1 );
 
		 return t;
 
	 },
 
	 // Returns a unit vector tangent at t
	 // In case any sub curve does not implement its tangent derivation,
	 // 2 points a small delta apart will be used to find its gradient
	 // which seems to give a reasonable approximation
 
	 getTangent: function( t ) {
 
		 var delta = 0.0001;
		 var t1 = t - delta;
		 var t2 = t + delta;
 
		 // Capping in case of danger
 
		 if ( t1 < 0 ) t1 = 0;
		 if ( t2 > 1 ) t2 = 1;
 
		 var pt1 = this.getPoint( t1 );
		 var pt2 = this.getPoint( t2 );
 
		 var vec = pt2.clone().sub( pt1 );
		 return vec.normalize();
 
	 },
 
	 getTangentAt: function ( u ) {
 
		 var t = this.getUtoTmapping( u );
		 return this.getTangent( t );
 
	 }
 
 }
 
 THREE.Curve.Utils = THREE.CurveUtils; // backwards compatibility
 
 // TODO: Transformation for Curves?
 
 /**************************************************************
	*	3D Curves
	**************************************************************/
 
 // A Factory method for creating new curve subclasses
 
 THREE.Curve.create = function ( constructor, getPointFunc ) {
 
	 constructor.prototype = Object.create( THREE.Curve.prototype );
	 constructor.prototype.constructor = constructor;
	 constructor.prototype.getPoint = getPointFunc;
 
	 return constructor;
 
 };
 
 // File:src/extras/core/CurvePath.js
 
 /**
	* @author zz85 / http://www.lab4games.net/zz85/blog
	*
	**/
 
 /**************************************************************
	*	Curved Path - a curve path is simply a array of connected
	*  curves, but retains the api of a curve
	**************************************************************/
 
 THREE.CurvePath = function () {
 
	 this.curves = [];
 
	 this.autoClose = false; // Automatically closes the path
 
 };
 
 THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
 THREE.CurvePath.prototype.constructor = THREE.CurvePath;
 
 THREE.CurvePath.prototype.add = function ( curve ) {
 
	 this.curves.push( curve );
 
 };
 
 /*
 THREE.CurvePath.prototype.checkConnection = function() {
	 // TODO
	 // If the ending of curve is not connected to the starting
	 // or the next curve, then, this is not a real path
 };
 */
 
 THREE.CurvePath.prototype.closePath = function() {
 
	 // TODO Test
	 // and verify for vector3 (needs to implement equals)
	 // Add a line curve if start and end of lines are not connected
	 var startPoint = this.curves[ 0 ].getPoint( 0 );
	 var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
 
	 if ( ! startPoint.equals( endPoint ) ) {
 
		 this.curves.push( new THREE.LineCurve( endPoint, startPoint ) );
 
	 }
 
 };
 
 // To get accurate point with reference to
 // entire path distance at time t,
 // following has to be done:
 
 // 1. Length of each sub path have to be known
 // 2. Locate and identify type of curve
 // 3. Get t for the curve
 // 4. Return curve.getPointAt(t')
 
 THREE.CurvePath.prototype.getPoint = function( t ) {
 
	 var d = t * this.getLength();
	 var curveLengths = this.getCurveLengths();
	 var i = 0;
 
	 // To think about boundaries points.
 
	 while ( i < curveLengths.length ) {
 
		 if ( curveLengths[ i ] >= d ) {
 
			 var diff = curveLengths[ i ] - d;
			 var curve = this.curves[ i ];
 
			 var u = 1 - diff / curve.getLength();
 
			 return curve.getPointAt( u );
 
		 }
 
		 i ++;
 
	 }
 
	 return null;
 
	 // loop where sum != 0, sum > d , sum+1 <d
 
 };
 
 /*
 THREE.CurvePath.prototype.getTangent = function( t ) {
 };
 */
 
 // We cannot use the default THREE.Curve getPoint() with getLength() because in
 // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
 // getPoint() depends on getLength
 
 THREE.CurvePath.prototype.getLength = function() {
 
	 var lens = this.getCurveLengths();
	 return lens[ lens.length - 1 ];
 
 };
 
 // Compute lengths and cache them
 // We cannot overwrite getLengths() because UtoT mapping uses it.
 
 THREE.CurvePath.prototype.getCurveLengths = function() {
 
	 // We use cache values if curves and cache array are same length
 
	 if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
 
		 return this.cacheLengths;
 
	 }
 
	 // Get length of sub-curve
	 // Push sums into cached array
 
	 var lengths = [], sums = 0;
 
	 for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
 
		 sums += this.curves[ i ].getLength();
		 lengths.push( sums );
 
	 }
 
	 this.cacheLengths = lengths;
 
	 return lengths;
 
 };
 
 
 
 /**************************************************************
	*	Create Geometries Helpers
	**************************************************************/
 
 /// Generate geometry from path points (for Line or Points objects)
 
 THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
 
	 var pts = this.getPoints( divisions, true );
	 return this.createGeometry( pts );
 
 };
 
 // Generate geometry from equidistant sampling along the path
 
 THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
 
	 var pts = this.getSpacedPoints( divisions, true );
	 return this.createGeometry( pts );
 
 };
 
 THREE.CurvePath.prototype.createGeometry = function( points ) {
 
	 var geometry = new THREE.Geometry();
 
	 for ( var i = 0, l = points.length; i < l; i ++ ) {
 
		 var point = points[ i ];
		 geometry.vertices.push( new THREE.Vector3( point.x, point.y, point.z || 0 ) );
 
	 }
 
	 return geometry;
 
 };
 
 // File:src/extras/core/Path.js
 
 /**
	* @author zz85 / http://www.lab4games.net/zz85/blog
	* Creates free form 2d path using series of points, lines or curves.
	*
	**/
 
 THREE.Path = function ( points ) {
 
	 THREE.CurvePath.call( this );
 
	 this.actions = [];
 
	 if ( points ) {
 
		 this.fromPoints( points );
 
	 }
 
 };
 
 THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
 THREE.Path.prototype.constructor = THREE.Path;
 
 // TODO Clean up PATH API
 
 // Create path using straight lines to connect all points
 // - vectors: array of Vector2
 
 THREE.Path.prototype.fromPoints = function ( vectors ) {
 
	 this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
 
	 for ( var i = 1, l = vectors.length; i < l; i ++ ) {
 
		 this.lineTo( vectors[ i ].x, vectors[ i ].y );
 
	 }
 
 };
 
 // startPath() endPath()?
 
 THREE.Path.prototype.moveTo = function ( x, y ) {
 
	 this.actions.push( { action: 'moveTo', args: [ x, y ] } );
 
 };
 
 THREE.Path.prototype.lineTo = function ( x, y ) {
 
	 var lastargs = this.actions[ this.actions.length - 1 ].args;
 
	 var x0 = lastargs[ lastargs.length - 2 ];
	 var y0 = lastargs[ lastargs.length - 1 ];
 
	 var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
	 this.curves.push( curve );
 
	 this.actions.push( { action: 'lineTo', args: [ x, y ] } );
 
 };
 
 THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
 
	 var lastargs = this.actions[ this.actions.length - 1 ].args;
 
	 var x0 = lastargs[ lastargs.length - 2 ];
	 var y0 = lastargs[ lastargs.length - 1 ];
 
	 var curve = new THREE.QuadraticBezierCurve(
		 new THREE.Vector2( x0, y0 ),
		 new THREE.Vector2( aCPx, aCPy ),
		 new THREE.Vector2( aX, aY )
	 );
 
	 this.curves.push( curve );
 
	 this.actions.push( { action: 'quadraticCurveTo', args: [ aCPx, aCPy, aX, aY ] } );
 
 };
 
 THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
 
	 var lastargs = this.actions[ this.actions.length - 1 ].args;
 
	 var x0 = lastargs[ lastargs.length - 2 ];
	 var y0 = lastargs[ lastargs.length - 1 ];
 
	 var curve = new THREE.CubicBezierCurve(
		 new THREE.Vector2( x0, y0 ),
		 new THREE.Vector2( aCP1x, aCP1y ),
		 new THREE.Vector2( aCP2x, aCP2y ),
		 new THREE.Vector2( aX, aY )
	 );
 
	 this.curves.push( curve );
 
	 this.actions.push( { action: 'bezierCurveTo', args: [ aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ] } );
 
 };
 
 THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
 
	 var args = Array.prototype.slice.call( arguments );
 
	 var lastargs = this.actions[ this.actions.length - 1 ].args;
 
	 var x0 = lastargs[ lastargs.length - 2 ];
	 var y0 = lastargs[ lastargs.length - 1 ];
 
	 var npts = [ new THREE.Vector2( x0, y0 ) ];
	 Array.prototype.push.apply( npts, pts );
 
	 var curve = new THREE.SplineCurve( npts );
	 this.curves.push( curve );
 
	 this.actions.push( { action: 'splineThru', args: args } );
 
 };
 
 // FUTURE: Change the API or follow canvas API?
 
 THREE.Path.prototype.arc = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
 
	 var lastargs = this.actions[ this.actions.length - 1 ].args;
	 var x0 = lastargs[ lastargs.length - 2 ];
	 var y0 = lastargs[ lastargs.length - 1 ];
 
	 this.absarc( aX + x0, aY + y0, aRadius,
		 aStartAngle, aEndAngle, aClockwise );
 
	};
 
	THREE.Path.prototype.absarc = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
 
	 this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
 
	};
 
 THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
 
	 var lastargs = this.actions[ this.actions.length - 1 ].args;
	 var x0 = lastargs[ lastargs.length - 2 ];
	 var y0 = lastargs[ lastargs.length - 1 ];
 
	 this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
 
	};
 
 
 THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
 
	 var args = [
		 aX, aY,
		 xRadius, yRadius,
		 aStartAngle, aEndAngle,
		 aClockwise,
		 aRotation || 0 // aRotation is optional.
	 ];
 
	 var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
	 this.curves.push( curve );
 
	 var lastPoint = curve.getPoint( 1 );
	 args.push( lastPoint.x );
	 args.push( lastPoint.y );
 
	 this.actions.push( { action: 'ellipse', args: args } );
 
	};
 
 THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
 
	 if ( ! divisions ) divisions = 40;
 
	 var points = [];
 
	 for ( var i = 0; i < divisions; i ++ ) {
 
		 points.push( this.getPoint( i / divisions ) );
 
		 //if ( !this.getPoint( i / divisions ) ) throw "DIE";
 
	 }
 
	 // if ( closedPath ) {
	 //
	 // 	points.push( points[ 0 ] );
	 //
	 // }
 
	 return points;
 
 };
 
 /* Return an array of vectors based on contour of the path */
 
 THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
 
	 divisions = divisions || 12;
 
	 var b2 = THREE.ShapeUtils.b2;
	 var b3 = THREE.ShapeUtils.b3;
 
	 var points = [];
 
	 var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
		 laste, tx, ty;
 
	 for ( var i = 0, l = this.actions.length; i < l; i ++ ) {
 
		 var item = this.actions[ i ];
 
		 var action = item.action;
		 var args = item.args;
 
		 switch ( action ) {
 
		 case 'moveTo':
 
			 points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
 
			 break;
 
		 case 'lineTo':
 
			 points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
 
			 break;
 
		 case 'quadraticCurveTo':
 
			 cpx  = args[ 2 ];
			 cpy  = args[ 3 ];
 
			 cpx1 = args[ 0 ];
			 cpy1 = args[ 1 ];
 
			 if ( points.length > 0 ) {
 
				 laste = points[ points.length - 1 ];
 
				 cpx0 = laste.x;
				 cpy0 = laste.y;
 
			 } else {
 
				 laste = this.actions[ i - 1 ].args;
 
				 cpx0 = laste[ laste.length - 2 ];
				 cpy0 = laste[ laste.length - 1 ];
 
			 }
 
			 for ( var j = 1; j <= divisions; j ++ ) {
 
				 var t = j / divisions;
 
				 tx = b2( t, cpx0, cpx1, cpx );
				 ty = b2( t, cpy0, cpy1, cpy );
 
				 points.push( new THREE.Vector2( tx, ty ) );
 
			 }
 
			 break;
 
		 case 'bezierCurveTo':
 
			 cpx  = args[ 4 ];
			 cpy  = args[ 5 ];
 
			 cpx1 = args[ 0 ];
			 cpy1 = args[ 1 ];
 
			 cpx2 = args[ 2 ];
			 cpy2 = args[ 3 ];
 
			 if ( points.length > 0 ) {
 
				 laste = points[ points.length - 1 ];
 
				 cpx0 = laste.x;
				 cpy0 = laste.y;
 
			 } else {
 
				 laste = this.actions[ i - 1 ].args;
 
				 cpx0 = laste[ laste.length - 2 ];
				 cpy0 = laste[ laste.length - 1 ];
 
			 }
 
 
			 for ( var j = 1; j <= divisions; j ++ ) {
 
				 var t = j / divisions;
 
				 tx = b3( t, cpx0, cpx1, cpx2, cpx );
				 ty = b3( t, cpy0, cpy1, cpy2, cpy );
 
				 points.push( new THREE.Vector2( tx, ty ) );
 
			 }
 
			 break;
 
		 case 'splineThru':
 
			 laste = this.actions[ i - 1 ].args;
 
			 var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
			 var spts = [ last ];
 
			 var n = divisions * args[ 0 ].length;
 
			 spts = spts.concat( args[ 0 ] );
 
			 var spline = new THREE.SplineCurve( spts );
 
			 for ( var j = 1; j <= n; j ++ ) {
 
				 points.push( spline.getPointAt( j / n ) );
 
			 }
 
			 break;
 
		 case 'arc':
 
			 var aX = args[ 0 ], aY = args[ 1 ],
				 aRadius = args[ 2 ],
				 aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
				 aClockwise = !! args[ 5 ];
 
			 var deltaAngle = aEndAngle - aStartAngle;
			 var angle;
			 var tdivisions = divisions * 2;
 
			 for ( var j = 1; j <= tdivisions; j ++ ) {
 
				 var t = j / tdivisions;
 
				 if ( ! aClockwise ) {
 
					 t = 1 - t;
 
				 }
 
				 angle = aStartAngle + t * deltaAngle;
 
				 tx = aX + aRadius * Math.cos( angle );
				 ty = aY + aRadius * Math.sin( angle );
 
				 //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
 
				 points.push( new THREE.Vector2( tx, ty ) );
 
			 }
 
			 //console.log(points);
 
			 break;
 
		 case 'ellipse':
 
			 var aX = args[ 0 ], aY = args[ 1 ],
				 xRadius = args[ 2 ],
				 yRadius = args[ 3 ],
				 aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
				 aClockwise = !! args[ 6 ],
				 aRotation = args[ 7 ];
 
 
			 var deltaAngle = aEndAngle - aStartAngle;
			 var angle;
			 var tdivisions = divisions * 2;
 
			 var cos, sin;
			 if ( aRotation !== 0 ) {
 
				 cos = Math.cos( aRotation );
				 sin = Math.sin( aRotation );
 
			 }
 
			 for ( var j = 1; j <= tdivisions; j ++ ) {
 
				 var t = j / tdivisions;
 
				 if ( ! aClockwise ) {
 
					 t = 1 - t;
 
				 }
 
				 angle = aStartAngle + t * deltaAngle;
 
				 tx = aX + xRadius * Math.cos( angle );
				 ty = aY + yRadius * Math.sin( angle );
 
				 if ( aRotation !== 0 ) {
 
					 var x = tx, y = ty;
 
					 // Rotate the point about the center of the ellipse.
					 tx = ( x - aX ) * cos - ( y - aY ) * sin + aX;
					 ty = ( x - aX ) * sin + ( y - aY ) * cos + aY;
 
				 }
 
				 //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
 
				 points.push( new THREE.Vector2( tx, ty ) );
 
			 }
 
			 //console.log(points);
 
			 break;
 
		 } // end switch
 
	 }
 
 
 
	 // Normalize to remove the closing point by default.
	 var lastPoint = points[ points.length - 1 ];
	 if ( Math.abs( lastPoint.x - points[ 0 ].x ) < Number.EPSILON &&
				Math.abs( lastPoint.y - points[ 0 ].y ) < Number.EPSILON )
		 points.splice( points.length - 1, 1 );
	 if ( closedPath ) {
 
		 points.push( points[ 0 ] );
 
	 }
 
	 return points;
 
 };
 
 //
 // Breaks path into shapes
 //
 //	Assumptions (if parameter isCCW==true the opposite holds):
 //	- solid shapes are defined clockwise (CW)
 //	- holes are defined counterclockwise (CCW)
 //
 //	If parameter noHoles==true:
 //  - all subPaths are regarded as solid shapes
 //  - definition order CW/CCW has no relevance
 //
 
 THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
 
	 function extractSubpaths( inActions ) {
 
		 var subPaths = [], lastPath = new THREE.Path();
 
		 for ( var i = 0, l = inActions.length; i < l; i ++ ) {
 
			 var item = inActions[ i ];
 
			 var args = item.args;
			 var action = item.action;
 
			 if ( action === 'moveTo' ) {
 
				 if ( lastPath.actions.length !== 0 ) {
 
					 subPaths.push( lastPath );
					 lastPath = new THREE.Path();
 
				 }
 
			 }
 
			 lastPath[ action ].apply( lastPath, args );
 
		 }
 
		 if ( lastPath.actions.length !== 0 ) {
 
			 subPaths.push( lastPath );
 
		 }
 
		 // console.log(subPaths);
 
		 return	subPaths;
 
	 }
 
	 function toShapesNoHoles( inSubpaths ) {
 
		 var shapes = [];
 
		 for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
 
			 var tmpPath = inSubpaths[ i ];
 
			 var tmpShape = new THREE.Shape();
			 tmpShape.actions = tmpPath.actions;
			 tmpShape.curves = tmpPath.curves;
 
			 shapes.push( tmpShape );
 
		 }
 
		 //console.log("shape", shapes);
 
		 return shapes;
 
	 }
 
	 function isPointInsidePolygon( inPt, inPolygon ) {
 
		 var polyLen = inPolygon.length;
 
		 // inPt on polygon contour => immediate success    or
		 // toggling of inside/outside at every single! intersection point of an edge
		 //  with the horizontal line through inPt, left of inPt
		 //  not counting lowerY endpoints of edges and whole edges on that line
		 var inside = false;
		 for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
 
			 var edgeLowPt  = inPolygon[ p ];
			 var edgeHighPt = inPolygon[ q ];
 
			 var edgeDx = edgeHighPt.x - edgeLowPt.x;
			 var edgeDy = edgeHighPt.y - edgeLowPt.y;
 
			 if ( Math.abs( edgeDy ) > Number.EPSILON ) {
 
				 // not parallel
				 if ( edgeDy < 0 ) {
 
					 edgeLowPt  = inPolygon[ q ]; edgeDx = - edgeDx;
					 edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
 
				 }
				 if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;
 
				 if ( inPt.y === edgeLowPt.y ) {
 
					 if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
					 // continue;				// no intersection or edgeLowPt => doesn't count !!!
 
				 } else {
 
					 var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
					 if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
					 if ( perpEdge < 0 ) 				continue;
					 inside = ! inside;		// true intersection left of inPt
 
				 }
 
			 } else {
 
				 // parallel or collinear
				 if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
				 // edge lies on the same horizontal line as inPt
				 if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
						( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
				 // continue;
 
			 }
 
		 }
 
		 return	inside;
 
	 }
 
	 var isClockWise = THREE.ShapeUtils.isClockWise;
 
	 var subPaths = extractSubpaths( this.actions );
	 if ( subPaths.length === 0 ) return [];
 
	 if ( noHoles === true )	return	toShapesNoHoles( subPaths );
 
 
	 var solid, tmpPath, tmpShape, shapes = [];
 
	 if ( subPaths.length === 1 ) {
 
		 tmpPath = subPaths[ 0 ];
		 tmpShape = new THREE.Shape();
		 tmpShape.actions = tmpPath.actions;
		 tmpShape.curves = tmpPath.curves;
		 shapes.push( tmpShape );
		 return shapes;
 
	 }
 
	 var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
	 holesFirst = isCCW ? ! holesFirst : holesFirst;
 
	 // console.log("Holes first", holesFirst);
 
	 var betterShapeHoles = [];
	 var newShapes = [];
	 var newShapeHoles = [];
	 var mainIdx = 0;
	 var tmpPoints;
 
	 newShapes[ mainIdx ] = undefined;
	 newShapeHoles[ mainIdx ] = [];
 
	 for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
 
		 tmpPath = subPaths[ i ];
		 tmpPoints = tmpPath.getPoints();
		 solid = isClockWise( tmpPoints );
		 solid = isCCW ? ! solid : solid;
 
		 if ( solid ) {
 
			 if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;
 
			 newShapes[ mainIdx ] = { s: new THREE.Shape(), p: tmpPoints };
			 newShapes[ mainIdx ].s.actions = tmpPath.actions;
			 newShapes[ mainIdx ].s.curves = tmpPath.curves;
 
			 if ( holesFirst )	mainIdx ++;
			 newShapeHoles[ mainIdx ] = [];
 
			 //console.log('cw', i);
 
		 } else {
 
			 newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
 
			 //console.log('ccw', i);
 
		 }
 
	 }
 
	 // only Holes? -> probably all Shapes with wrong orientation
	 if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );
 
 
	 if ( newShapes.length > 1 ) {
 
		 var ambiguous = false;
		 var toChange = [];
 
		 for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
 
			 betterShapeHoles[ sIdx ] = [];
 
		 }
 
		 for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
 
			 var sho = newShapeHoles[ sIdx ];
 
			 for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
 
				 var ho = sho[ hIdx ];
				 var hole_unassigned = true;
 
				 for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
 
					 if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
 
						 if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
						 if ( hole_unassigned ) {
 
							 hole_unassigned = false;
							 betterShapeHoles[ s2Idx ].push( ho );
 
						 } else {
 
							 ambiguous = true;
 
						 }
 
					 }
 
				 }
				 if ( hole_unassigned ) {
 
					 betterShapeHoles[ sIdx ].push( ho );
 
				 }
 
			 }
 
		 }
		 // console.log("ambiguous: ", ambiguous);
		 if ( toChange.length > 0 ) {
 
			 // console.log("to change: ", toChange);
			 if ( ! ambiguous )	newShapeHoles = betterShapeHoles;
 
		 }
 
	 }
 
	 var tmpHoles;
 
	 for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
 
		 tmpShape = newShapes[ i ].s;
		 shapes.push( tmpShape );
		 tmpHoles = newShapeHoles[ i ];
 
		 for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
 
			 tmpShape.holes.push( tmpHoles[ j ].h );
 
		 }
 
	 }
 
	 //console.log("shape", shapes);
 
	 return shapes;
 
 };
 
 // File:src/extras/core/Shape.js
 
 /**
	* @author zz85 / http://www.lab4games.net/zz85/blog
	* Defines a 2d shape plane using paths.
	**/
 
 // STEP 1 Create a path.
 // STEP 2 Turn path into shape.
 // STEP 3 ExtrudeGeometry takes in Shape/Shapes
 // STEP 3a - Extract points from each shape, turn to vertices
 // STEP 3b - Triangulate each shape, add faces.
 
 THREE.Shape = function () {
 
	 THREE.Path.apply( this, arguments );
 
	 this.holes = [];
 
 };
 
 THREE.Shape.prototype = Object.create( THREE.Path.prototype );
 THREE.Shape.prototype.constructor = THREE.Shape;
 
 // Convenience method to return ExtrudeGeometry
 
 THREE.Shape.prototype.extrude = function ( options ) {
 
	 return new THREE.ExtrudeGeometry( this, options );
 
 };
 
 // Convenience method to return ShapeGeometry
 
 THREE.Shape.prototype.makeGeometry = function ( options ) {
 
	 return new THREE.ShapeGeometry( this, options );
 
 };
 
 // Get points of holes
 
 THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
 
	 var holesPts = [];
 
	 for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
 
		 holesPts[ i ] = this.holes[ i ].getPoints( divisions );
 
	 }
 
	 return holesPts;
 
 };
 
 
 // Get points of shape and holes (keypoints based on segments parameter)
 
 THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
 
	 return {
 
		 shape: this.getPoints( divisions ),
		 holes: this.getPointsHoles( divisions )
 
	 };
 
 };
 
 THREE.Shape.prototype.extractPoints = function ( divisions ) {
 
	 return this.extractAllPoints( divisions );
 
 };
 
 THREE.Shape.Utils = THREE.ShapeUtils; // backwards compatibility
 
 // File:src/extras/curves/LineCurve.js
 
 /**************************************************************
	*	Line
	**************************************************************/
 
 THREE.LineCurve = function ( v1, v2 ) {
 
	 this.v1 = v1;
	 this.v2 = v2;
 
 };
 
 THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
 THREE.LineCurve.prototype.constructor = THREE.LineCurve;
 
 THREE.LineCurve.prototype.getPoint = function ( t ) {
 
	 var point = this.v2.clone().sub( this.v1 );
	 point.multiplyScalar( t ).add( this.v1 );
 
	 return point;
 
 };
 
 // Line curve is linear, so we can overwrite default getPointAt
 
 THREE.LineCurve.prototype.getPointAt = function ( u ) {
 
	 return this.getPoint( u );
 
 };
 
 THREE.LineCurve.prototype.getTangent = function( t ) {
 
	 var tangent = this.v2.clone().sub( this.v1 );
 
	 return tangent.normalize();
 
 };
 
 // File:src/extras/curves/QuadraticBezierCurve.js
 
 /**************************************************************
	*	Quadratic Bezier curve
	**************************************************************/
 
 
 THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
 
	 this.v0 = v0;
	 this.v1 = v1;
	 this.v2 = v2;
 
 };
 
 THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
 THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
 
 
 THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
 
	 var b2 = THREE.ShapeUtils.b2;
 
	 return new THREE.Vector2(
		 b2( t, this.v0.x, this.v1.x, this.v2.x ),
		 b2( t, this.v0.y, this.v1.y, this.v2.y )
	 );
 
 };
 
 
 THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
 
	 var tangentQuadraticBezier = THREE.CurveUtils.tangentQuadraticBezier;
 
	 return new THREE.Vector2(
		 tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ),
		 tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y )
	 ).normalize();
 
 };
 
 // File:src/extras/curves/CubicBezierCurve.js
 
 /**************************************************************
	*	Cubic Bezier curve
	**************************************************************/
 
 THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
 
	 this.v0 = v0;
	 this.v1 = v1;
	 this.v2 = v2;
	 this.v3 = v3;
 
 };
 
 THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
 THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
 
 THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
 
	 var b3 = THREE.ShapeUtils.b3;
 
	 return new THREE.Vector2( 
		 b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
		 b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
	 );
 
 };
 
 THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
 
	 var tangentCubicBezier = THREE.CurveUtils.tangentCubicBezier;
 
	 return new THREE.Vector2( 
		 tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
		 tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
	 ).normalize();
 
 };
 
 // File:src/extras/curves/SplineCurve.js
 
 /**************************************************************
	*	Spline curve
	**************************************************************/
 
 THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
 
	 this.points = ( points == undefined ) ? [] : points;
 
 };
 
 THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
 THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
 
 THREE.SplineCurve.prototype.getPoint = function ( t ) {
 
	 var points = this.points;
	 var point = ( points.length - 1 ) * t;
 
	 var intPoint = Math.floor( point );
	 var weight = point - intPoint;
 
	 var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
	 var point1 = points[ intPoint ];
	 var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
	 var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
 
	 var interpolate = THREE.CurveUtils.interpolate;
 
	 return new THREE.Vector2(
		 interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
		 interpolate( point0.y, point1.y, point2.y, point3.y, weight )
	 );
 
 };
 
 // File:src/extras/curves/EllipseCurve.js
 
 /**************************************************************
	*	Ellipse curve
	**************************************************************/
 
 THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
 
	 this.aX = aX;
	 this.aY = aY;
 
	 this.xRadius = xRadius;
	 this.yRadius = yRadius;
 
	 this.aStartAngle = aStartAngle;
	 this.aEndAngle = aEndAngle;
 
	 this.aClockwise = aClockwise;
	 
	 this.aRotation = aRotation || 0;
 
 };
 
 THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
 THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
 
 THREE.EllipseCurve.prototype.getPoint = function ( t ) {
 
	 var deltaAngle = this.aEndAngle - this.aStartAngle;
 
	 if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
	 if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
 
	 var angle;
 
	 if ( this.aClockwise === true ) {
 
		 angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
 
	 } else {
 
		 angle = this.aStartAngle + t * deltaAngle;
 
	 }
	 
	 var x = this.aX + this.xRadius * Math.cos( angle );
	 var y = this.aY + this.yRadius * Math.sin( angle );
 
	 if ( this.aRotation !== 0 ) {
 
		 var cos = Math.cos( this.aRotation );
		 var sin = Math.sin( this.aRotation );
 
		 var tx = x, ty = y;
 
		 // Rotate the point about the center of the ellipse.
		 x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX;
		 y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY;
 
	 }
 
	 return new THREE.Vector2( x, y );
 
 };
 
 // File:src/extras/curves/ArcCurve.js
 
 /**************************************************************
	*	Arc curve
	**************************************************************/
 
 THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
 
	 THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
 
 };
 
 THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
 THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
 
 // File:src/extras/curves/LineCurve3.js
 
 /**************************************************************
	*	Line3D
	**************************************************************/
 
 THREE.LineCurve3 = THREE.Curve.create(
 
	 function ( v1, v2 ) {
 
		 this.v1 = v1;
		 this.v2 = v2;
 
	 },
 
	 function ( t ) {
 
		 var vector = new THREE.Vector3();
 
		 vector.subVectors( this.v2, this.v1 ); // diff
		 vector.multiplyScalar( t );
		 vector.add( this.v1 );
 
		 return vector;
 
	 }
 
 );
 
 // File:src/extras/curves/QuadraticBezierCurve3.js
 
 /**************************************************************
	*	Quadratic Bezier 3D curve
	**************************************************************/
 
 THREE.QuadraticBezierCurve3 = THREE.Curve.create(
 
	 function ( v0, v1, v2 ) {
 
		 this.v0 = v0;
		 this.v1 = v1;
		 this.v2 = v2;
 
	 },
 
	 function ( t ) {
 
		 var b2 = THREE.ShapeUtils.b2;		
 
		 return new THREE.Vector3(
			 b2( t, this.v0.x, this.v1.x, this.v2.x ),
			 b2( t, this.v0.y, this.v1.y, this.v2.y ),
			 b2( t, this.v0.z, this.v1.z, this.v2.z )
		 );
 
	 }
 
 );
 
 // File:src/extras/curves/CubicBezierCurve3.js
 
 /**************************************************************
	*	Cubic Bezier 3D curve
	**************************************************************/
 
 THREE.CubicBezierCurve3 = THREE.Curve.create(
 
	 function ( v0, v1, v2, v3 ) {
 
		 this.v0 = v0;
		 this.v1 = v1;
		 this.v2 = v2;
		 this.v3 = v3;
 
	 },
 
	 function ( t ) {
 
		 var b3 = THREE.ShapeUtils.b3;
 
		 return new THREE.Vector3(
			 b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
			 b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ),
			 b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z )
		 );
 
	 }
 
 );
 
 // File:src/extras/curves/SplineCurve3.js
 
 /**************************************************************
	*	Spline 3D curve
	**************************************************************/
 
 
 THREE.SplineCurve3 = THREE.Curve.create(
 
	 function ( points /* array of Vector3 */ ) {
 
		 console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' );
		 this.points = ( points == undefined ) ? [] : points;
 
	 },
 
	 function ( t ) {
 
		 var points = this.points;
		 var point = ( points.length - 1 ) * t;
 
		 var intPoint = Math.floor( point );
		 var weight = point - intPoint;
 
		 var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
		 var point1 = points[ intPoint ];
		 var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
		 var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
 
		 var interpolate = THREE.CurveUtils.interpolate;
 
		 return new THREE.Vector3(
			 interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
			 interpolate( point0.y, point1.y, point2.y, point3.y, weight ),
			 interpolate( point0.z, point1.z, point2.z, point3.z, weight )
		 );
 
	 }
 
 );
 
 // File:src/extras/curves/CatmullRomCurve3.js
 
 /**
	* @author zz85 https://github.com/zz85
	*
	* Centripetal CatmullRom Curve - which is useful for avoiding
	* cusps and self-intersections in non-uniform catmull rom curves.
	* http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
	*
	* curve.type accepts centripetal(default), chordal and catmullrom
	* curve.tension is used for catmullrom which defaults to 0.5
	*/
 
 THREE.CatmullRomCurve3 = ( function() {
 
	 var
		 tmp = new THREE.Vector3(),
		 px = new CubicPoly(),
		 py = new CubicPoly(),
		 pz = new CubicPoly();
 
	 /*
	 Based on an optimized c++ solution in
		- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
		- http://ideone.com/NoEbVM
 
	 This CubicPoly class could be used for reusing some variables and calculations,
	 but for three.js curve use, it could be possible inlined and flatten into a single function call
	 which can be placed in CurveUtils.
	 */
 
	 function CubicPoly() {
 
	 }
 
	 /*
		* Compute coefficients for a cubic polynomial
		*   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
		* such that
		*   p(0) = x0, p(1) = x1
		*  and
		*   p'(0) = t0, p'(1) = t1.
		*/
	 CubicPoly.prototype.init = function( x0, x1, t0, t1 ) {
 
		 this.c0 = x0;
		 this.c1 = t0;
		 this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
		 this.c3 = 2 * x0 - 2 * x1 + t0 + t1;
 
	 };
 
	 CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) {
 
		 // compute tangents when parameterized in [t1,t2]
		 var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
		 var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
 
		 // rescale tangents for parametrization in [0,1]
		 t1 *= dt1;
		 t2 *= dt1;
 
		 // initCubicPoly
		 this.init( x1, x2, t1, t2 );
 
	 };
 
	 // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4
	 CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) {
 
		 this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
 
	 };
 
	 CubicPoly.prototype.calc = function( t ) {
 
		 var t2 = t * t;
		 var t3 = t2 * t;
		 return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3;
 
	 };
 
	 // Subclass Three.js curve
	 return THREE.Curve.create(
 
		 function ( p /* array of Vector3 */ ) {
 
			 this.points = p || [];
 
		 },
 
		 function ( t ) {
 
			 var points = this.points,
				 point, intPoint, weight, l;
 
			 l = points.length;
 
			 if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
 
			 point = ( l - 1 ) * t;
			 intPoint = Math.floor( point );
			 weight = point - intPoint;
 
			 if ( weight === 0 && intPoint === l - 1 ) {
 
				 intPoint = l - 2;
				 weight = 1;
 
			 }
 
			 var p0, p1, p2, p3;
 
			 if ( intPoint === 0 ) {
 
				 // extrapolate first point
				 tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
				 p0 = tmp;
 
			 } else {
 
				 p0 = points[ intPoint - 1 ];
 
			 }
 
			 p1 = points[ intPoint ];
			 p2 = points[ intPoint + 1 ];
 
			 if ( intPoint + 2 < l ) {
 
				 p3 = points[ intPoint + 2 ]
 
			 } else {
 
				 // extrapolate last point
				 tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 2 ] );
				 p3 = tmp;
 
			 }
 
			 if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
 
				 // init Centripetal / Chordal Catmull-Rom
				 var pow = this.type === 'chordal' ? 0.5 : 0.25;
				 var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
				 var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
				 var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
 
				 // safety check for repeated points
				 if ( dt1 < 1e-4 ) dt1 = 1.0;
				 if ( dt0 < 1e-4 ) dt0 = dt1;
				 if ( dt2 < 1e-4 ) dt2 = dt1;
 
				 px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
				 py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
				 pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
 
			 } else if ( this.type === 'catmullrom' ) {
 
				 var tension = this.tension !== undefined ? this.tension : 0.5;
				 px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
				 py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
				 pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
 
			 }
 
			 var v = new THREE.Vector3(
				 px.calc( weight ),
				 py.calc( weight ),
				 pz.calc( weight )
			 );
 
			 return v;
 
		 }
 
	 );
 
 } )();
 
 // File:src/extras/curves/ClosedSplineCurve3.js
 
 /**************************************************************
	*	Closed Spline 3D curve
	**************************************************************/
 
 
 THREE.ClosedSplineCurve3 = THREE.Curve.create(
 
	 function ( points /* array of Vector3 */ ) {
 
		 this.points = ( points == undefined ) ? [] : points;
 
	 },
 
	 function ( t ) {
 
		 var points = this.points;
		 var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
 
		 var intPoint = Math.floor( point );
		 var weight = point - intPoint;
 
		 intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
 
		 var point0 = points[ ( intPoint - 1 ) % points.length ];
		 var point1 = points[ ( intPoint     ) % points.length ];
		 var point2 = points[ ( intPoint + 1 ) % points.length ];
		 var point3 = points[ ( intPoint + 2 ) % points.length ];
 
		 var interpolate = THREE.CurveUtils.interpolate;
 
		 return new THREE.Vector3(
			 interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
			 interpolate( point0.y, point1.y, point2.y, point3.y, weight ),
			 interpolate( point0.z, point1.z, point2.z, point3.z, weight )
		 );
 
	 }
 
 );
 
 // File:src/extras/geometries/BoxGeometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
	*/
 
 THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'BoxGeometry';
 
	 this.parameters = {
		 width: width,
		 height: height,
		 depth: depth,
		 widthSegments: widthSegments,
		 heightSegments: heightSegments,
		 depthSegments: depthSegments
	 };
 
	 this.widthSegments = widthSegments || 1;
	 this.heightSegments = heightSegments || 1;
	 this.depthSegments = depthSegments || 1;
 
	 var scope = this;
 
	 var width_half = width / 2;
	 var height_half = height / 2;
	 var depth_half = depth / 2;
 
	 buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
	 buildPlane( 'z', 'y',   1, - 1, depth, height, - width_half, 1 ); // nx
	 buildPlane( 'x', 'z',   1,   1, width, depth, height_half, 2 ); // py
	 buildPlane( 'x', 'z',   1, - 1, width, depth, - height_half, 3 ); // ny
	 buildPlane( 'x', 'y',   1, - 1, width, height, depth_half, 4 ); // pz
	 buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
 
	 function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
 
		 var w, ix, iy,
		 gridX = scope.widthSegments,
		 gridY = scope.heightSegments,
		 width_half = width / 2,
		 height_half = height / 2,
		 offset = scope.vertices.length;
 
		 if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
 
			 w = 'z';
 
		 } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
 
			 w = 'y';
			 gridY = scope.depthSegments;
 
		 } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
 
			 w = 'x';
			 gridX = scope.depthSegments;
 
		 }
 
		 var gridX1 = gridX + 1,
		 gridY1 = gridY + 1,
		 segment_width = width / gridX,
		 segment_height = height / gridY,
		 normal = new THREE.Vector3();
 
		 normal[ w ] = depth > 0 ? 1 : - 1;
 
		 for ( iy = 0; iy < gridY1; iy ++ ) {
 
			 for ( ix = 0; ix < gridX1; ix ++ ) {
 
				 var vector = new THREE.Vector3();
				 vector[ u ] = ( ix * segment_width - width_half ) * udir;
				 vector[ v ] = ( iy * segment_height - height_half ) * vdir;
				 vector[ w ] = depth;
 
				 scope.vertices.push( vector );
 
			 }
 
		 }
 
		 for ( iy = 0; iy < gridY; iy ++ ) {
 
			 for ( ix = 0; ix < gridX; ix ++ ) {
 
				 var a = ix + gridX1 * iy;
				 var b = ix + gridX1 * ( iy + 1 );
				 var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
				 var d = ( ix + 1 ) + gridX1 * iy;
 
				 var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
				 var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
				 var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
				 var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
 
				 var face = new THREE.Face3( a + offset, b + offset, d + offset );
				 face.normal.copy( normal );
				 face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
				 face.materialIndex = materialIndex;
 
				 scope.faces.push( face );
				 scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
 
				 face = new THREE.Face3( b + offset, c + offset, d + offset );
				 face.normal.copy( normal );
				 face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
				 face.materialIndex = materialIndex;
 
				 scope.faces.push( face );
				 scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
 
			 }
 
		 }
 
	 }
 
	 this.mergeVertices();
 
 };
 
 THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
 
 THREE.BoxGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.BoxGeometry(
		 parameters.width,
		 parameters.height,
		 parameters.depth,
		 parameters.widthSegments,
		 parameters.heightSegments,
		 parameters.depthSegments
	 );
 
 };
 
 THREE.CubeGeometry = THREE.BoxGeometry; // backwards compatibility
 
 // File:src/extras/geometries/CircleGeometry.js
 
 /**
	* @author hughes
	*/
 
 THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'CircleGeometry';
 
	 this.parameters = {
		 radius: radius,
		 segments: segments,
		 thetaStart: thetaStart,
		 thetaLength: thetaLength
	 };
 
	 this.fromBufferGeometry( new THREE.CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
 
 };
 
 THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
 
 THREE.CircleGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.CircleGeometry(
		 parameters.radius,
		 parameters.segments,
		 parameters.thetaStart,
		 parameters.thetaLength
	 );
 
 };
 
 // File:src/extras/geometries/CircleBufferGeometry.js
 
 /**
	* @author benaadams / https://twitter.com/ben_a_adams
	*/
 
 THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) {
 
	 THREE.BufferGeometry.call( this );
 
	 this.type = 'CircleBufferGeometry';
 
	 this.parameters = {
		 radius: radius,
		 segments: segments,
		 thetaStart: thetaStart,
		 thetaLength: thetaLength
	 };
 
	 radius = radius || 50;
	 segments = segments !== undefined ? Math.max( 3, segments ) : 8;
 
	 thetaStart = thetaStart !== undefined ? thetaStart : 0;
	 thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
 
	 var vertices = segments + 2;
 
	 var positions = new Float32Array( vertices * 3 );
	 var normals = new Float32Array( vertices * 3 );
	 var uvs = new Float32Array( vertices * 2 );
 
	 // center data is already zero, but need to set a few extras
	 normals[ 2 ] = 1.0;
	 uvs[ 0 ] = 0.5;
	 uvs[ 1 ] = 0.5;
 
	 for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) {
 
		 var segment = thetaStart + s / segments * thetaLength;
 
		 positions[ i ] = radius * Math.cos( segment );
		 positions[ i + 1 ] = radius * Math.sin( segment );
 
		 normals[ i + 2 ] = 1; // normal z
 
		 uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2;
		 uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2;
 
	 }
 
	 var indices = [];
 
	 for ( var i = 1; i <= segments; i ++ ) {
 
		 indices.push( i, i + 1, 0 );
 
	 }
 
	 this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) );
	 this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
	 this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
	 this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
 
	 this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 };
 
 THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
 THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry;
 
 THREE.CircleBufferGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.CircleBufferGeometry(
		 parameters.radius,
		 parameters.segments,
		 parameters.thetaStart,
		 parameters.thetaLength
	 );
 
 };
 
 // File:src/extras/geometries/CylinderGeometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'CylinderGeometry';
 
	 this.parameters = {
		 radiusTop: radiusTop,
		 radiusBottom: radiusBottom,
		 height: height,
		 radialSegments: radialSegments,
		 heightSegments: heightSegments,
		 openEnded: openEnded,
		 thetaStart: thetaStart,
		 thetaLength: thetaLength
	 };
 
	 radiusTop = radiusTop !== undefined ? radiusTop : 20;
	 radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
	 height = height !== undefined ? height : 100;
 
	 radialSegments = radialSegments || 8;
	 heightSegments = heightSegments || 1;
 
	 openEnded = openEnded !== undefined ? openEnded : false;
	 thetaStart = thetaStart !== undefined ? thetaStart : 0;
	 thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
 
	 var heightHalf = height / 2;
 
	 var x, y, vertices = [], uvs = [];
 
	 for ( y = 0; y <= heightSegments; y ++ ) {
 
		 var verticesRow = [];
		 var uvsRow = [];
 
		 var v = y / heightSegments;
		 var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
 
		 for ( x = 0; x <= radialSegments; x ++ ) {
 
			 var u = x / radialSegments;
 
			 var vertex = new THREE.Vector3();
			 vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
			 vertex.y = - v * height + heightHalf;
			 vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
 
			 this.vertices.push( vertex );
 
			 verticesRow.push( this.vertices.length - 1 );
			 uvsRow.push( new THREE.Vector2( u, 1 - v ) );
 
		 }
 
		 vertices.push( verticesRow );
		 uvs.push( uvsRow );
 
	 }
 
	 var tanTheta = ( radiusBottom - radiusTop ) / height;
	 var na, nb;
 
	 for ( x = 0; x < radialSegments; x ++ ) {
 
		 if ( radiusTop !== 0 ) {
 
			 na = this.vertices[ vertices[ 0 ][ x ] ].clone();
			 nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
 
		 } else {
 
			 na = this.vertices[ vertices[ 1 ][ x ] ].clone();
			 nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
 
		 }
 
		 na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
		 nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
 
		 for ( y = 0; y < heightSegments; y ++ ) {
 
			 var v1 = vertices[ y ][ x ];
			 var v2 = vertices[ y + 1 ][ x ];
			 var v3 = vertices[ y + 1 ][ x + 1 ];
			 var v4 = vertices[ y ][ x + 1 ];
 
			 var n1 = na.clone();
			 var n2 = na.clone();
			 var n3 = nb.clone();
			 var n4 = nb.clone();
 
			 var uv1 = uvs[ y ][ x ].clone();
			 var uv2 = uvs[ y + 1 ][ x ].clone();
			 var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
			 var uv4 = uvs[ y ][ x + 1 ].clone();
 
			 this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
			 this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
 
			 this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
			 this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
 
		 }
 
	 }
 
	 // top cap
 
	 if ( openEnded === false && radiusTop > 0 ) {
 
		 this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
 
		 for ( x = 0; x < radialSegments; x ++ ) {
 
			 var v1 = vertices[ 0 ][ x ];
			 var v2 = vertices[ 0 ][ x + 1 ];
			 var v3 = this.vertices.length - 1;
 
			 var n1 = new THREE.Vector3( 0, 1, 0 );
			 var n2 = new THREE.Vector3( 0, 1, 0 );
			 var n3 = new THREE.Vector3( 0, 1, 0 );
 
			 var uv1 = uvs[ 0 ][ x ].clone();
			 var uv2 = uvs[ 0 ][ x + 1 ].clone();
			 var uv3 = new THREE.Vector2( uv2.x, 0 );
 
			 this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 1 ) );
			 this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
 
		 }
 
	 }
 
	 // bottom cap
 
	 if ( openEnded === false && radiusBottom > 0 ) {
 
		 this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
 
		 for ( x = 0; x < radialSegments; x ++ ) {
 
			 var v1 = vertices[ heightSegments ][ x + 1 ];
			 var v2 = vertices[ heightSegments ][ x ];
			 var v3 = this.vertices.length - 1;
 
			 var n1 = new THREE.Vector3( 0, - 1, 0 );
			 var n2 = new THREE.Vector3( 0, - 1, 0 );
			 var n3 = new THREE.Vector3( 0, - 1, 0 );
 
			 var uv1 = uvs[ heightSegments ][ x + 1 ].clone();
			 var uv2 = uvs[ heightSegments ][ x ].clone();
			 var uv3 = new THREE.Vector2( uv2.x, 1 );
 
			 this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 2 ) );
			 this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
 
		 }
 
	 }
 
	 this.computeFaceNormals();
 
 };
 
 THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
 
 THREE.CylinderGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.CylinderGeometry(
		 parameters.radiusTop,
		 parameters.radiusBottom,
		 parameters.height,
		 parameters.radialSegments,
		 parameters.heightSegments,
		 parameters.openEnded,
		 parameters.thetaStart,
		 parameters.thetaLength
	 );
 
 };
 
 // File:src/extras/geometries/EdgesGeometry.js
 
 /**
	* @author WestLangley / http://github.com/WestLangley
	*/
 
 THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
 
	 THREE.BufferGeometry.call( this );
 
	 thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
 
	 var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
 
	 var edge = [ 0, 0 ], hash = {};
 
	 function sortFunction( a, b ) {
 
		 return a - b;
 
	 }
 
	 var keys = [ 'a', 'b', 'c' ];
 
	 var geometry2;
 
	 if ( geometry instanceof THREE.BufferGeometry ) {
 
		 geometry2 = new THREE.Geometry();
		 geometry2.fromBufferGeometry( geometry );
 
	 } else {
 
		 geometry2 = geometry.clone();
 
	 }
 
	 geometry2.mergeVertices();
	 geometry2.computeFaceNormals();
 
	 var vertices = geometry2.vertices;
	 var faces = geometry2.faces;
 
	 for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
		 var face = faces[ i ];
 
		 for ( var j = 0; j < 3; j ++ ) {
 
			 edge[ 0 ] = face[ keys[ j ] ];
			 edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
			 edge.sort( sortFunction );
 
			 var key = edge.toString();
 
			 if ( hash[ key ] === undefined ) {
 
				 hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
 
			 } else {
 
				 hash[ key ].face2 = i;
 
			 }
 
		 }
 
	 }
 
	 var coords = [];
 
	 for ( var key in hash ) {
 
		 var h = hash[ key ];
 
		 if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
 
			 var vertex = vertices[ h.vert1 ];
			 coords.push( vertex.x );
			 coords.push( vertex.y );
			 coords.push( vertex.z );
 
			 vertex = vertices[ h.vert2 ];
			 coords.push( vertex.x );
			 coords.push( vertex.y );
			 coords.push( vertex.z );
 
		 }
 
	 }
 
	 this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) );
 
 };
 
 THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
 THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
 
 // File:src/extras/geometries/ExtrudeGeometry.js
 
 /**
	* @author zz85 / http://www.lab4games.net/zz85/blog
	*
	* Creates extruded geometry from a path shape.
	*
	* parameters = {
	*
	*  curveSegments: <int>, // number of points on the curves
	*  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
	*  amount: <int>, // Depth to extrude the shape
	*
	*  bevelEnabled: <bool>, // turn on bevel
	*  bevelThickness: <float>, // how deep into the original shape bevel goes
	*  bevelSize: <float>, // how far from shape outline is bevel
	*  bevelSegments: <int>, // number of bevel layers
	*
	*  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
	*  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
	*
	*  uvGenerator: <Object> // object that provides UV generator functions
	*
	* }
	**/
 
 THREE.ExtrudeGeometry = function ( shapes, options ) {
 
	 if ( typeof( shapes ) === "undefined" ) {
 
		 shapes = [];
		 return;
 
	 }
 
	 THREE.Geometry.call( this );
 
	 this.type = 'ExtrudeGeometry';
 
	 shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
 
	 this.addShapeList( shapes, options );
 
	 this.computeFaceNormals();
 
	 // can't really use automatic vertex normals
	 // as then front and back sides get smoothed too
	 // should do separate smoothing just for sides
 
	 //this.computeVertexNormals();
 
	 //console.log( "took", ( Date.now() - startTime ) );
 
 };
 
 THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry;
 
 THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
 
	 var sl = shapes.length;
 
	 for ( var s = 0; s < sl; s ++ ) {
 
		 var shape = shapes[ s ];
		 this.addShape( shape, options );
 
	 }
 
 };
 
 THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
 
	 var amount = options.amount !== undefined ? options.amount : 100;
 
	 var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
	 var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
	 var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
 
	 var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
 
	 var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
 
	 var steps = options.steps !== undefined ? options.steps : 1;
 
	 var extrudePath = options.extrudePath;
	 var extrudePts, extrudeByPath = false;
 
	 // Use default WorldUVGenerator if no UV generators are specified.
	 var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
 
	 var splineTube, binormal, normal, position2;
	 if ( extrudePath ) {
 
		 extrudePts = extrudePath.getSpacedPoints( steps );
 
		 extrudeByPath = true;
		 bevelEnabled = false; // bevels not supported for path extrusion
 
		 // SETUP TNB variables
 
		 // Reuse TNB from TubeGeomtry for now.
		 // TODO1 - have a .isClosed in spline?
 
		 splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames( extrudePath, steps, false );
 
		 // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
 
		 binormal = new THREE.Vector3();
		 normal = new THREE.Vector3();
		 position2 = new THREE.Vector3();
 
	 }
 
	 // Safeguards if bevels are not enabled
 
	 if ( ! bevelEnabled ) {
 
		 bevelSegments = 0;
		 bevelThickness = 0;
		 bevelSize = 0;
 
	 }
 
	 // Variables initialization
 
	 var ahole, h, hl; // looping of holes
	 var scope = this;
 
	 var shapesOffset = this.vertices.length;
 
	 var shapePoints = shape.extractPoints( curveSegments );
 
	 var vertices = shapePoints.shape;
	 var holes = shapePoints.holes;
 
	 var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
 
	 if ( reverse ) {
 
		 vertices = vertices.reverse();
 
		 // Maybe we should also check if holes are in the opposite direction, just to be safe ...
 
		 for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
			 ahole = holes[ h ];
 
			 if ( THREE.ShapeUtils.isClockWise( ahole ) ) {
 
				 holes[ h ] = ahole.reverse();
 
			 }
 
		 }
 
		 reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
 
	 }
 
 
	 var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
 
	 /* Vertices */
 
	 var contour = vertices; // vertices has all points but contour has only points of circumference
 
	 for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
		 ahole = holes[ h ];
 
		 vertices = vertices.concat( ahole );
 
	 }
 
 
	 function scalePt2 ( pt, vec, size ) {
 
		 if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
 
		 return vec.clone().multiplyScalar( size ).add( pt );
 
	 }
 
	 var b, bs, t, z,
		 vert, vlen = vertices.length,
		 face, flen = faces.length;
 
 
	 // Find directions for point movement
 
 
	 function getBevelVec( inPt, inPrev, inNext ) {
 
		 // computes for inPt the corresponding point inPt' on a new contour
		 //   shifted by 1 unit (length of normalized vector) to the left
		 // if we walk along contour clockwise, this new contour is outside the old one
		 //
		 // inPt' is the intersection of the two lines parallel to the two
		 //  adjacent edges of inPt at a distance of 1 unit on the left side.
 
		 var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt
 
		 // good reading for geometry algorithms (here: line-line intersection)
		 // http://geomalgorithms.com/a05-_intersect-1.html
 
		 var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
		 var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
 
		 var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
 
		 // check for collinear edges
		 var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
 
		 if ( Math.abs( collinear0 ) > Number.EPSILON ) {
 
			 // not collinear
 
			 // length of vectors for normalizing
 
			 var v_prev_len = Math.sqrt( v_prev_lensq );
			 var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
 
			 // shift adjacent points by unit vectors to the left
 
			 var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
			 var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
 
			 var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
			 var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
 
			 // scaling factor for v_prev to intersection point
 
			 var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
						 ( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
						 ( v_prev_x * v_next_y - v_prev_y * v_next_x );
 
			 // vector from inPt to intersection point
 
			 v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
			 v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
 
			 // Don't normalize!, otherwise sharp corners become ugly
			 //  but prevent crazy spikes
			 var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
			 if ( v_trans_lensq <= 2 ) {
 
				 return	new THREE.Vector2( v_trans_x, v_trans_y );
 
			 } else {
 
				 shrink_by = Math.sqrt( v_trans_lensq / 2 );
 
			 }
 
		 } else {
 
			 // handle special case of collinear edges
 
			 var direction_eq = false;		// assumes: opposite
			 if ( v_prev_x > Number.EPSILON ) {
 
				 if ( v_next_x > Number.EPSILON ) {
 
					 direction_eq = true;
 
				 }
 
			 } else {
 
				 if ( v_prev_x < - Number.EPSILON ) {
 
					 if ( v_next_x < - Number.EPSILON ) {
 
						 direction_eq = true;
 
					 }
 
				 } else {
 
					 if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
 
						 direction_eq = true;
 
					 }
 
				 }
 
			 }
 
			 if ( direction_eq ) {
 
				 // console.log("Warning: lines are a straight sequence");
				 v_trans_x = - v_prev_y;
				 v_trans_y =  v_prev_x;
				 shrink_by = Math.sqrt( v_prev_lensq );
 
			 } else {
 
				 // console.log("Warning: lines are a straight spike");
				 v_trans_x = v_prev_x;
				 v_trans_y = v_prev_y;
				 shrink_by = Math.sqrt( v_prev_lensq / 2 );
 
			 }
 
		 }
 
		 return	new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
 
	 }
 
 
	 var contourMovements = [];
 
	 for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
 
		 if ( j === il ) j = 0;
		 if ( k === il ) k = 0;
 
		 //  (j)---(i)---(k)
		 // console.log('i,j,k', i, j , k)
 
		 contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
 
	 }
 
	 var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
 
	 for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
		 ahole = holes[ h ];
 
		 oneHoleMovements = [];
 
		 for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
 
			 if ( j === il ) j = 0;
			 if ( k === il ) k = 0;
 
			 //  (j)---(i)---(k)
			 oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
 
		 }
 
		 holesMovements.push( oneHoleMovements );
		 verticesMovements = verticesMovements.concat( oneHoleMovements );
 
	 }
 
 
	 // Loop bevelSegments, 1 for the front, 1 for the back
 
	 for ( b = 0; b < bevelSegments; b ++ ) {
 
		 //for ( b = bevelSegments; b > 0; b -- ) {
 
		 t = b / bevelSegments;
		 z = bevelThickness * ( 1 - t );
 
		 //z = bevelThickness * t;
		 bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved
		 //bs = bevelSize * t; // linear
 
		 // contract shape
 
		 for ( i = 0, il = contour.length; i < il; i ++ ) {
 
			 vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
 
			 v( vert.x, vert.y,  - z );
 
		 }
 
		 // expand holes
 
		 for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
			 ahole = holes[ h ];
			 oneHoleMovements = holesMovements[ h ];
 
			 for ( i = 0, il = ahole.length; i < il; i ++ ) {
 
				 vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
 
				 v( vert.x, vert.y,  - z );
 
			 }
 
		 }
 
	 }
 
	 bs = bevelSize;
 
	 // Back facing vertices
 
	 for ( i = 0; i < vlen; i ++ ) {
 
		 vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
 
		 if ( ! extrudeByPath ) {
 
			 v( vert.x, vert.y, 0 );
 
		 } else {
 
			 // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
 
			 normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
			 binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
 
			 position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
 
			 v( position2.x, position2.y, position2.z );
 
		 }
 
	 }
 
	 // Add stepped vertices...
	 // Including front facing vertices
 
	 var s;
 
	 for ( s = 1; s <= steps; s ++ ) {
 
		 for ( i = 0; i < vlen; i ++ ) {
 
			 vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
 
			 if ( ! extrudeByPath ) {
 
				 v( vert.x, vert.y, amount / steps * s );
 
			 } else {
 
				 // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
 
				 normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
				 binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
 
				 position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
 
				 v( position2.x, position2.y, position2.z );
 
			 }
 
		 }
 
	 }
 
 
	 // Add bevel segments planes
 
	 //for ( b = 1; b <= bevelSegments; b ++ ) {
	 for ( b = bevelSegments - 1; b >= 0; b -- ) {
 
		 t = b / bevelSegments;
		 z = bevelThickness * ( 1 - t );
		 //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
		 bs = bevelSize * Math.sin ( t * Math.PI / 2 );
 
		 // contract shape
 
		 for ( i = 0, il = contour.length; i < il; i ++ ) {
 
			 vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
			 v( vert.x, vert.y,  amount + z );
 
		 }
 
		 // expand holes
 
		 for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
			 ahole = holes[ h ];
			 oneHoleMovements = holesMovements[ h ];
 
			 for ( i = 0, il = ahole.length; i < il; i ++ ) {
 
				 vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
 
				 if ( ! extrudeByPath ) {
 
					 v( vert.x, vert.y,  amount + z );
 
				 } else {
 
					 v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
 
				 }
 
			 }
 
		 }
 
	 }
 
	 /* Faces */
 
	 // Top and bottom faces
 
	 buildLidFaces();
 
	 // Sides faces
 
	 buildSideFaces();
 
 
	 /////  Internal functions
 
	 function buildLidFaces() {
 
		 if ( bevelEnabled ) {
 
			 var layer = 0; // steps + 1
			 var offset = vlen * layer;
 
			 // Bottom faces
 
			 for ( i = 0; i < flen; i ++ ) {
 
				 face = faces[ i ];
				 f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
 
			 }
 
			 layer = steps + bevelSegments * 2;
			 offset = vlen * layer;
 
			 // Top faces
 
			 for ( i = 0; i < flen; i ++ ) {
 
				 face = faces[ i ];
				 f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
 
			 }
 
		 } else {
 
			 // Bottom faces
 
			 for ( i = 0; i < flen; i ++ ) {
 
				 face = faces[ i ];
				 f3( face[ 2 ], face[ 1 ], face[ 0 ] );
 
			 }
 
			 // Top faces
 
			 for ( i = 0; i < flen; i ++ ) {
 
				 face = faces[ i ];
				 f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
 
			 }
 
		 }
 
	 }
 
	 // Create faces for the z-sides of the shape
 
	 function buildSideFaces() {
 
		 var layeroffset = 0;
		 sidewalls( contour, layeroffset );
		 layeroffset += contour.length;
 
		 for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 
			 ahole = holes[ h ];
			 sidewalls( ahole, layeroffset );
 
			 //, true
			 layeroffset += ahole.length;
 
		 }
 
	 }
 
	 function sidewalls( contour, layeroffset ) {
 
		 var j, k;
		 i = contour.length;
 
		 while ( -- i >= 0 ) {
 
			 j = i;
			 k = i - 1;
			 if ( k < 0 ) k = contour.length - 1;
 
			 //console.log('b', i,j, i-1, k,vertices.length);
 
			 var s = 0, sl = steps  + bevelSegments * 2;
 
			 for ( s = 0; s < sl; s ++ ) {
 
				 var slen1 = vlen * s;
				 var slen2 = vlen * ( s + 1 );
 
				 var a = layeroffset + j + slen1,
					 b = layeroffset + k + slen1,
					 c = layeroffset + k + slen2,
					 d = layeroffset + j + slen2;
 
				 f4( a, b, c, d, contour, s, sl, j, k );
 
			 }
 
		 }
 
	 }
 
 
	 function v( x, y, z ) {
 
		 scope.vertices.push( new THREE.Vector3( x, y, z ) );
 
	 }
 
	 function f3( a, b, c ) {
 
		 a += shapesOffset;
		 b += shapesOffset;
		 c += shapesOffset;
 
		 scope.faces.push( new THREE.Face3( a, b, c, null, null, 0 ) );
 
		 var uvs = uvgen.generateTopUV( scope, a, b, c );
 
		 scope.faceVertexUvs[ 0 ].push( uvs );
 
	 }
 
	 function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
 
		 a += shapesOffset;
		 b += shapesOffset;
		 c += shapesOffset;
		 d += shapesOffset;
 
		 scope.faces.push( new THREE.Face3( a, b, d, null, null, 1 ) );
		 scope.faces.push( new THREE.Face3( b, c, d, null, null, 1 ) );
 
		 var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
 
		 scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
		 scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
 
	 }
 
 };
 
 THREE.ExtrudeGeometry.WorldUVGenerator = {
 
	 generateTopUV: function ( geometry, indexA, indexB, indexC ) {
 
		 var vertices = geometry.vertices;
 
		 var a = vertices[ indexA ];
		 var b = vertices[ indexB ];
		 var c = vertices[ indexC ];
 
		 return [
			 new THREE.Vector2( a.x, a.y ),
			 new THREE.Vector2( b.x, b.y ),
			 new THREE.Vector2( c.x, c.y )
		 ];
 
	 },
 
	 generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
 
		 var vertices = geometry.vertices;
 
		 var a = vertices[ indexA ];
		 var b = vertices[ indexB ];
		 var c = vertices[ indexC ];
		 var d = vertices[ indexD ];
 
		 if ( Math.abs( a.y - b.y ) < 0.01 ) {
 
			 return [
				 new THREE.Vector2( a.x, 1 - a.z ),
				 new THREE.Vector2( b.x, 1 - b.z ),
				 new THREE.Vector2( c.x, 1 - c.z ),
				 new THREE.Vector2( d.x, 1 - d.z )
			 ];
 
		 } else {
 
			 return [
				 new THREE.Vector2( a.y, 1 - a.z ),
				 new THREE.Vector2( b.y, 1 - b.z ),
				 new THREE.Vector2( c.y, 1 - c.z ),
				 new THREE.Vector2( d.y, 1 - d.z )
			 ];
 
		 }
 
	 }
 };
 
 // File:src/extras/geometries/ShapeGeometry.js
 
 /**
	* @author jonobr1 / http://jonobr1.com
	*
	* Creates a one-sided polygonal geometry from a path shape. Similar to
	* ExtrudeGeometry.
	*
	* parameters = {
	*
	*	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
	*
	*	material: <int> // material index for front and back faces
	*	uvGenerator: <Object> // object that provides UV generator functions
	*
	* }
	**/
 
 THREE.ShapeGeometry = function ( shapes, options ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'ShapeGeometry';
 
	 if ( Array.isArray( shapes ) === false ) shapes = [ shapes ];
 
	 this.addShapeList( shapes, options );
 
	 this.computeFaceNormals();
 
 };
 
 THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry;
 
 /**
	* Add an array of shapes to THREE.ShapeGeometry.
	*/
 THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
 
	 for ( var i = 0, l = shapes.length; i < l; i ++ ) {
 
		 this.addShape( shapes[ i ], options );
 
	 }
 
	 return this;
 
 };
 
 /**
	* Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
	*/
 THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
 
	 if ( options === undefined ) options = {};
	 var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
 
	 var material = options.material;
	 var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
 
	 //
 
	 var i, l, hole;
 
	 var shapesOffset = this.vertices.length;
	 var shapePoints = shape.extractPoints( curveSegments );
 
	 var vertices = shapePoints.shape;
	 var holes = shapePoints.holes;
 
	 var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
 
	 if ( reverse ) {
 
		 vertices = vertices.reverse();
 
		 // Maybe we should also check if holes are in the opposite direction, just to be safe...
 
		 for ( i = 0, l = holes.length; i < l; i ++ ) {
 
			 hole = holes[ i ];
 
			 if ( THREE.ShapeUtils.isClockWise( hole ) ) {
 
				 holes[ i ] = hole.reverse();
 
			 }
 
		 }
 
		 reverse = false;
 
	 }
 
	 var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
 
	 // Vertices
 
	 for ( i = 0, l = holes.length; i < l; i ++ ) {
 
		 hole = holes[ i ];
		 vertices = vertices.concat( hole );
 
	 }
 
	 //
 
	 var vert, vlen = vertices.length;
	 var face, flen = faces.length;
 
	 for ( i = 0; i < vlen; i ++ ) {
 
		 vert = vertices[ i ];
 
		 this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
 
	 }
 
	 for ( i = 0; i < flen; i ++ ) {
 
		 face = faces[ i ];
 
		 var a = face[ 0 ] + shapesOffset;
		 var b = face[ 1 ] + shapesOffset;
		 var c = face[ 2 ] + shapesOffset;
 
		 this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
		 this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) );
 
	 }
 
 };
 
 // File:src/extras/geometries/LatheGeometry.js
 
 /**
	* @author astrodud / http://astrodud.isgreat.org/
	* @author zz85 / https://github.com/zz85
	* @author bhouston / http://clara.io
	*/
 
 // points - to create a closed torus, one must use a set of points 
 //    like so: [ a, b, c, d, a ], see first is the same as last.
 // segments - the number of circumference segments to create
 // phiStart - the starting radian
 // phiLength - the radian (0 to 2*PI) range of the lathed section
 //    2*pi is a closed lathe, less than 2PI is a portion.
 
 THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'LatheGeometry';
 
	 this.parameters = {
		 points: points,
		 segments: segments,
		 phiStart: phiStart,
		 phiLength: phiLength
	 };
 
	 segments = segments || 12;
	 phiStart = phiStart || 0;
	 phiLength = phiLength || 2 * Math.PI;
 
	 var inversePointLength = 1.0 / ( points.length - 1 );
	 var inverseSegments = 1.0 / segments;
 
	 for ( var i = 0, il = segments; i <= il; i ++ ) {
 
		 var phi = phiStart + i * inverseSegments * phiLength;
 
		 var c = Math.cos( phi ),
			 s = Math.sin( phi );
 
		 for ( var j = 0, jl = points.length; j < jl; j ++ ) {
 
			 var pt = points[ j ];
 
			 var vertex = new THREE.Vector3();
 
			 vertex.x = c * pt.x - s * pt.y;
			 vertex.y = s * pt.x + c * pt.y;
			 vertex.z = pt.z;
 
			 this.vertices.push( vertex );
 
		 }
 
	 }
 
	 var np = points.length;
 
	 for ( var i = 0, il = segments; i < il; i ++ ) {
 
		 for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
 
			 var base = j + np * i;
			 var a = base;
			 var b = base + np;
			 var c = base + 1 + np;
			 var d = base + 1;
 
			 var u0 = i * inverseSegments;
			 var v0 = j * inversePointLength;
			 var u1 = u0 + inverseSegments;
			 var v1 = v0 + inversePointLength;
 
			 this.faces.push( new THREE.Face3( a, b, d ) );
 
			 this.faceVertexUvs[ 0 ].push( [
 
				 new THREE.Vector2( u0, v0 ),
				 new THREE.Vector2( u1, v0 ),
				 new THREE.Vector2( u0, v1 )
 
			 ] );
 
			 this.faces.push( new THREE.Face3( b, c, d ) );
 
			 this.faceVertexUvs[ 0 ].push( [
 
				 new THREE.Vector2( u1, v0 ),
				 new THREE.Vector2( u1, v1 ),
				 new THREE.Vector2( u0, v1 )
 
			 ] );
 
 
		 }
 
	 }
 
	 this.mergeVertices();
	 this.computeFaceNormals();
	 this.computeVertexNormals();
 
 };
 
 THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry;
 
 // File:src/extras/geometries/PlaneGeometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
	*/
 
 THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'PlaneGeometry';
 
	 this.parameters = {
		 width: width,
		 height: height,
		 widthSegments: widthSegments,
		 heightSegments: heightSegments
	 };
 
	 this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
 
 };
 
 THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
 
 THREE.PlaneGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.PlaneGeometry(
		 parameters.width,
		 parameters.height,
		 parameters.widthSegments,
		 parameters.heightSegments
	 );
 
 };
 
 // File:src/extras/geometries/PlaneBufferGeometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
	*/
 
 THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
 
	 THREE.BufferGeometry.call( this );
 
	 this.type = 'PlaneBufferGeometry';
 
	 this.parameters = {
		 width: width,
		 height: height,
		 widthSegments: widthSegments,
		 heightSegments: heightSegments
	 };
 
	 var width_half = width / 2;
	 var height_half = height / 2;
 
	 var gridX = Math.floor( widthSegments ) || 1;
	 var gridY = Math.floor( heightSegments ) || 1;
 
	 var gridX1 = gridX + 1;
	 var gridY1 = gridY + 1;
 
	 var segment_width = width / gridX;
	 var segment_height = height / gridY;
 
	 var vertices = new Float32Array( gridX1 * gridY1 * 3 );
	 var normals = new Float32Array( gridX1 * gridY1 * 3 );
	 var uvs = new Float32Array( gridX1 * gridY1 * 2 );
 
	 var offset = 0;
	 var offset2 = 0;
 
	 for ( var iy = 0; iy < gridY1; iy ++ ) {
 
		 var y = iy * segment_height - height_half;
 
		 for ( var ix = 0; ix < gridX1; ix ++ ) {
 
			 var x = ix * segment_width - width_half;
 
			 vertices[ offset ] = x;
			 vertices[ offset + 1 ] = - y;
 
			 normals[ offset + 2 ] = 1;
 
			 uvs[ offset2 ] = ix / gridX;
			 uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
 
			 offset += 3;
			 offset2 += 2;
 
		 }
 
	 }
 
	 offset = 0;
 
	 var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
 
	 for ( var iy = 0; iy < gridY; iy ++ ) {
 
		 for ( var ix = 0; ix < gridX; ix ++ ) {
 
			 var a = ix + gridX1 * iy;
			 var b = ix + gridX1 * ( iy + 1 );
			 var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
			 var d = ( ix + 1 ) + gridX1 * iy;
 
			 indices[ offset ] = a;
			 indices[ offset + 1 ] = b;
			 indices[ offset + 2 ] = d;
 
			 indices[ offset + 3 ] = b;
			 indices[ offset + 4 ] = c;
			 indices[ offset + 5 ] = d;
 
			 offset += 6;
 
		 }
 
	 }
 
	 this.setIndex( new THREE.BufferAttribute( indices, 1 ) );
	 this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
	 this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
	 this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
 
 };
 
 THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
 THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
 
 THREE.PlaneBufferGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.PlaneBufferGeometry(
		 parameters.width,
		 parameters.height,
		 parameters.widthSegments,
		 parameters.heightSegments
	 );
 
 };
 
 // File:src/extras/geometries/RingGeometry.js
 
 /**
	* @author Kaleb Murphy
	*/
 
 THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'RingGeometry';
 
	 this.parameters = {
		 innerRadius: innerRadius,
		 outerRadius: outerRadius,
		 thetaSegments: thetaSegments,
		 phiSegments: phiSegments,
		 thetaStart: thetaStart,
		 thetaLength: thetaLength
	 };
 
	 innerRadius = innerRadius || 0;
	 outerRadius = outerRadius || 50;
 
	 thetaStart = thetaStart !== undefined ? thetaStart : 0;
	 thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
 
	 thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
	 phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
 
	 var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
 
	 for ( i = 0; i < phiSegments + 1; i ++ ) {
 
		 // concentric circles inside ring
 
		 for ( o = 0; o < thetaSegments + 1; o ++ ) {
 
			 // number of segments per circle
 
			 var vertex = new THREE.Vector3();
			 var segment = thetaStart + o / thetaSegments * thetaLength;
			 vertex.x = radius * Math.cos( segment );
			 vertex.y = radius * Math.sin( segment );
 
			 this.vertices.push( vertex );
			 uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
 
		 }
 
		 radius += radiusStep;
 
	 }
 
	 var n = new THREE.Vector3( 0, 0, 1 );
 
	 for ( i = 0; i < phiSegments; i ++ ) {
 
		 // concentric circles inside ring
 
		 var thetaSegment = i * ( thetaSegments + 1 );
 
		 for ( o = 0; o < thetaSegments ; o ++ ) {
 
			 // number of segments per circle
 
			 var segment = o + thetaSegment;
 
			 var v1 = segment;
			 var v2 = segment + thetaSegments + 1;
			 var v3 = segment + thetaSegments + 2;
 
			 this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
			 this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] );
 
			 v1 = segment;
			 v2 = segment + thetaSegments + 2;
			 v3 = segment + 1;
 
			 this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
			 this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] );
 
		 }
 
	 }
 
	 this.computeFaceNormals();
 
	 this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 };
 
 THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
 
 THREE.RingGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.RingGeometry(
		 parameters.innerRadius,
		 parameters.outerRadius,
		 parameters.thetaSegments,
		 parameters.phiSegments,
		 parameters.thetaStart,
		 parameters.thetaLength
	 );
 
 };
 
 // File:src/extras/geometries/SphereGeometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'SphereGeometry';
 
	 this.parameters = {
		 radius: radius,
		 widthSegments: widthSegments,
		 heightSegments: heightSegments,
		 phiStart: phiStart,
		 phiLength: phiLength,
		 thetaStart: thetaStart,
		 thetaLength: thetaLength
	 };
 
	 this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
 
 };
 
 THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
 
 THREE.SphereGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.SphereGeometry(
		 parameters.radius,
		 parameters.widthSegments,
		 parameters.heightSegments,
		 parameters.phiStart,
		 parameters.phiLength,
		 parameters.thetaStart,
		 parameters.thetaLength
	 );
 
 };
 
 // File:src/extras/geometries/SphereBufferGeometry.js
 
 /**
	* @author benaadams / https://twitter.com/ben_a_adams
	* based on THREE.SphereGeometry
	*/
 
 THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
 
	 THREE.BufferGeometry.call( this );
 
	 this.type = 'SphereBufferGeometry';
 
	 this.parameters = {
		 radius: radius,
		 widthSegments: widthSegments,
		 heightSegments: heightSegments,
		 phiStart: phiStart,
		 phiLength: phiLength,
		 thetaStart: thetaStart,
		 thetaLength: thetaLength
	 };
 
	 radius = radius || 50;
 
	 widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
	 heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
 
	 phiStart = phiStart !== undefined ? phiStart : 0;
	 phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
 
	 thetaStart = thetaStart !== undefined ? thetaStart : 0;
	 thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
 
	 var thetaEnd = thetaStart + thetaLength;
 
	 var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) );
 
	 var positions = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
	 var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
	 var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
 
	 var index = 0, vertices = [], normal = new THREE.Vector3();
 
	 for ( var y = 0; y <= heightSegments; y ++ ) {
 
		 var verticesRow = [];
 
		 var v = y / heightSegments;
 
		 for ( var x = 0; x <= widthSegments; x ++ ) {
 
			 var u = x / widthSegments;
 
			 var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
			 var py = radius * Math.cos( thetaStart + v * thetaLength );
			 var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
 
			 normal.set( px, py, pz ).normalize();
 
			 positions.setXYZ( index, px, py, pz );
			 normals.setXYZ( index, normal.x, normal.y, normal.z );
			 uvs.setXY( index, u, 1 - v );
 
			 verticesRow.push( index );
 
			 index ++;
 
		 }
 
		 vertices.push( verticesRow );
 
	 }
 
	 var indices = [];
 
	 for ( var y = 0; y < heightSegments; y ++ ) {
 
		 for ( var x = 0; x < widthSegments; x ++ ) {
 
			 var v1 = vertices[ y ][ x + 1 ];
			 var v2 = vertices[ y ][ x ];
			 var v3 = vertices[ y + 1 ][ x ];
			 var v4 = vertices[ y + 1 ][ x + 1 ];
 
			 if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 );
			 if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 );
 
		 }
 
	 }
 
	 this.setIndex( new ( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices, 1 ) );
	 this.addAttribute( 'position', positions );
	 this.addAttribute( 'normal', normals );
	 this.addAttribute( 'uv', uvs );
 
	 this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 };
 
 THREE.SphereBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
 THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry;
 
 THREE.SphereBufferGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.SphereBufferGeometry(
		 parameters.radius,
		 parameters.widthSegments,
		 parameters.heightSegments,
		 parameters.phiStart,
		 parameters.phiLength,
		 parameters.thetaStart,
		 parameters.thetaLength
	 );
 
 };
 
 // File:src/extras/geometries/TorusGeometry.js
 
 /**
	* @author oosmoxiecode
	* @author mrdoob / http://mrdoob.com/
	* based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
	*/
 
 THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'TorusGeometry';
 
	 this.parameters = {
		 radius: radius,
		 tube: tube,
		 radialSegments: radialSegments,
		 tubularSegments: tubularSegments,
		 arc: arc
	 };
 
	 radius = radius || 100;
	 tube = tube || 40;
	 radialSegments = radialSegments || 8;
	 tubularSegments = tubularSegments || 6;
	 arc = arc || Math.PI * 2;
 
	 var center = new THREE.Vector3(), uvs = [], normals = [];
 
	 for ( var j = 0; j <= radialSegments; j ++ ) {
 
		 for ( var i = 0; i <= tubularSegments; i ++ ) {
 
			 var u = i / tubularSegments * arc;
			 var v = j / radialSegments * Math.PI * 2;
 
			 center.x = radius * Math.cos( u );
			 center.y = radius * Math.sin( u );
 
			 var vertex = new THREE.Vector3();
			 vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
			 vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
			 vertex.z = tube * Math.sin( v );
 
			 this.vertices.push( vertex );
 
			 uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
			 normals.push( vertex.clone().sub( center ).normalize() );
 
		 }
 
	 }
 
	 for ( var j = 1; j <= radialSegments; j ++ ) {
 
		 for ( var i = 1; i <= tubularSegments; i ++ ) {
 
			 var a = ( tubularSegments + 1 ) * j + i - 1;
			 var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
			 var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
			 var d = ( tubularSegments + 1 ) * j + i;
 
			 var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
			 this.faces.push( face );
			 this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
 
			 face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
			 this.faces.push( face );
			 this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
 
		 }
 
	 }
 
	 this.computeFaceNormals();
 
 };
 
 THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
 
 THREE.TorusGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.TorusGeometry(
		 parameters.radius,
		 parameters.tube,
		 parameters.radialSegments,
		 parameters.tubularSegments,
		 parameters.arc
	 );
 
 };
 
 // File:src/extras/geometries/TorusKnotGeometry.js
 
 /**
	* @author oosmoxiecode
	* based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
	*/
 
 THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'TorusKnotGeometry';
 
	 this.parameters = {
		 radius: radius,
		 tube: tube,
		 radialSegments: radialSegments,
		 tubularSegments: tubularSegments,
		 p: p,
		 q: q,
		 heightScale: heightScale
	 };
 
	 radius = radius || 100;
	 tube = tube || 40;
	 radialSegments = radialSegments || 64;
	 tubularSegments = tubularSegments || 8;
	 p = p || 2;
	 q = q || 3;
	 heightScale = heightScale || 1;
 
	 var grid = new Array( radialSegments );
	 var tang = new THREE.Vector3();
	 var n = new THREE.Vector3();
	 var bitan = new THREE.Vector3();
 
	 for ( var i = 0; i < radialSegments; ++ i ) {
 
		 grid[ i ] = new Array( tubularSegments );
		 var u = i / radialSegments * 2 * p * Math.PI;
		 var p1 = getPos( u, q, p, radius, heightScale );
		 var p2 = getPos( u + 0.01, q, p, radius, heightScale );
		 tang.subVectors( p2, p1 );
		 n.addVectors( p2, p1 );
 
		 bitan.crossVectors( tang, n );
		 n.crossVectors( bitan, tang );
		 bitan.normalize();
		 n.normalize();
 
		 for ( var j = 0; j < tubularSegments; ++ j ) {
 
			 var v = j / tubularSegments * 2 * Math.PI;
			 var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			 var cy = tube * Math.sin( v );
 
			 var pos = new THREE.Vector3();
			 pos.x = p1.x + cx * n.x + cy * bitan.x;
			 pos.y = p1.y + cx * n.y + cy * bitan.y;
			 pos.z = p1.z + cx * n.z + cy * bitan.z;
 
			 grid[ i ][ j ] = this.vertices.push( pos ) - 1;
 
		 }
 
	 }
 
	 for ( var i = 0; i < radialSegments; ++ i ) {
 
		 for ( var j = 0; j < tubularSegments; ++ j ) {
 
			 var ip = ( i + 1 ) % radialSegments;
			 var jp = ( j + 1 ) % tubularSegments;
 
			 var a = grid[ i ][ j ];
			 var b = grid[ ip ][ j ];
			 var c = grid[ ip ][ jp ];
			 var d = grid[ i ][ jp ];
 
			 var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
			 var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
			 var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
			 var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
 
			 this.faces.push( new THREE.Face3( a, b, d ) );
			 this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
 
			 this.faces.push( new THREE.Face3( b, c, d ) );
			 this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
 
		 }
 
	 }
 
	 this.computeFaceNormals();
	 this.computeVertexNormals();
 
	 function getPos( u, in_q, in_p, radius, heightScale ) {
 
		 var cu = Math.cos( u );
		 var su = Math.sin( u );
		 var quOverP = in_q / in_p * u;
		 var cs = Math.cos( quOverP );
 
		 var tx = radius * ( 2 + cs ) * 0.5 * cu;
		 var ty = radius * ( 2 + cs ) * su * 0.5;
		 var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
 
		 return new THREE.Vector3( tx, ty, tz );
 
	 }
 
 };
 
 THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
 
 THREE.TorusKnotGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.TorusKnotGeometry(
		 parameters.radius,
		 parameters.tube,
		 parameters.radialSegments,
		 parameters.tubularSegments,
		 parameters.p,
		 parameters.q,
		 parameters.heightScale
	 );
 
 };
 
 // File:src/extras/geometries/TubeGeometry.js
 
 /**
	* @author WestLangley / https://github.com/WestLangley
	* @author zz85 / https://github.com/zz85
	* @author miningold / https://github.com/miningold
	* @author jonobr1 / https://github.com/jonobr1
	*
	* Modified from the TorusKnotGeometry by @oosmoxiecode
	*
	* Creates a tube which extrudes along a 3d spline
	*
	* Uses parallel transport frames as described in
	* http://www.cs.indiana.edu/pub/techreports/TR425.pdf
	*/
 
 THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'TubeGeometry';
 
	 this.parameters = {
		 path: path,
		 segments: segments,
		 radius: radius,
		 radialSegments: radialSegments,
		 closed: closed,
		 taper: taper
	 };
 
	 segments = segments || 64;
	 radius = radius || 1;
	 radialSegments = radialSegments || 8;
	 closed = closed || false;
	 taper = taper || THREE.TubeGeometry.NoTaper;
 
	 var grid = [];
 
	 var scope = this,
 
		 tangent,
		 normal,
		 binormal,
 
		 numpoints = segments + 1,
 
		 u, v, r,
 
		 cx, cy,
		 pos, pos2 = new THREE.Vector3(),
		 i, j,
		 ip, jp,
		 a, b, c, d,
		 uva, uvb, uvc, uvd;
 
	 var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
		 tangents = frames.tangents,
		 normals = frames.normals,
		 binormals = frames.binormals;
 
	 // proxy internals
	 this.tangents = tangents;
	 this.normals = normals;
	 this.binormals = binormals;
 
	 function vert( x, y, z ) {
 
		 return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
 
	 }
 
	 // construct the grid
 
	 for ( i = 0; i < numpoints; i ++ ) {
 
		 grid[ i ] = [];
 
		 u = i / ( numpoints - 1 );
 
		 pos = path.getPointAt( u );
 
		 tangent = tangents[ i ];
		 normal = normals[ i ];
		 binormal = binormals[ i ];
 
		 r = radius * taper( u );
 
		 for ( j = 0; j < radialSegments; j ++ ) {
 
			 v = j / radialSegments * 2 * Math.PI;
 
			 cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			 cy = r * Math.sin( v );
 
			 pos2.copy( pos );
			 pos2.x += cx * normal.x + cy * binormal.x;
			 pos2.y += cx * normal.y + cy * binormal.y;
			 pos2.z += cx * normal.z + cy * binormal.z;
 
			 grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
 
		 }
 
	 }
 
 
	 // construct the mesh
 
	 for ( i = 0; i < segments; i ++ ) {
 
		 for ( j = 0; j < radialSegments; j ++ ) {
 
			 ip = ( closed ) ? ( i + 1 ) % segments : i + 1;
			 jp = ( j + 1 ) % radialSegments;
 
			 a = grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
			 b = grid[ ip ][ j ];
			 c = grid[ ip ][ jp ];
			 d = grid[ i ][ jp ];
 
			 uva = new THREE.Vector2( i / segments, j / radialSegments );
			 uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
			 uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
			 uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
 
			 this.faces.push( new THREE.Face3( a, b, d ) );
			 this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
 
			 this.faces.push( new THREE.Face3( b, c, d ) );
			 this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
 
		 }
 
	 }
 
	 this.computeFaceNormals();
	 this.computeVertexNormals();
 
 };
 
 THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
 THREE.TubeGeometry.prototype.clone = function() {
 
	 return new this.constructor( this.parameters.path,
		 this.parameters.segments, this.parameters.radius, this.parameters.radialSegments,
		 this.parameters.closed, this.parameters.taper
	 );
 
 };
 
 THREE.TubeGeometry.NoTaper = function ( u ) {
 
	 return 1;
 
 };
 
 THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
 
	 return Math.sin( Math.PI * u );
 
 };
 
 // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
 THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
 
	 var	normal = new THREE.Vector3(),
 
		 tangents = [],
		 normals = [],
		 binormals = [],
 
		 vec = new THREE.Vector3(),
		 mat = new THREE.Matrix4(),
 
		 numpoints = segments + 1,
		 theta,
		 smallest,
 
		 tx, ty, tz,
		 i, u;
 
 
	 // expose internals
	 this.tangents = tangents;
	 this.normals = normals;
	 this.binormals = binormals;
 
	 // compute the tangent vectors for each segment on the path
 
	 for ( i = 0; i < numpoints; i ++ ) {
 
		 u = i / ( numpoints - 1 );
 
		 tangents[ i ] = path.getTangentAt( u );
		 tangents[ i ].normalize();
 
	 }
 
	 initialNormal3();
 
	 /*
	 function initialNormal1(lastBinormal) {
		 // fixed start binormal. Has dangers of 0 vectors
		 normals[ 0 ] = new THREE.Vector3();
		 binormals[ 0 ] = new THREE.Vector3();
		 if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
		 normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
		 binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
	 }
 
	 function initialNormal2() {
 
		 // This uses the Frenet-Serret formula for deriving binormal
		 var t2 = path.getTangentAt( epsilon );
 
		 normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
		 binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
 
		 normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
		 binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
 
	 }
	 */
 
	 function initialNormal3() {
 
		 // select an initial normal vector perpendicular to the first tangent vector,
		 // and in the direction of the smallest tangent xyz component
 
		 normals[ 0 ] = new THREE.Vector3();
		 binormals[ 0 ] = new THREE.Vector3();
		 smallest = Number.MAX_VALUE;
		 tx = Math.abs( tangents[ 0 ].x );
		 ty = Math.abs( tangents[ 0 ].y );
		 tz = Math.abs( tangents[ 0 ].z );
 
		 if ( tx <= smallest ) {
 
			 smallest = tx;
			 normal.set( 1, 0, 0 );
 
		 }
 
		 if ( ty <= smallest ) {
 
			 smallest = ty;
			 normal.set( 0, 1, 0 );
 
		 }
 
		 if ( tz <= smallest ) {
 
			 normal.set( 0, 0, 1 );
 
		 }
 
		 vec.crossVectors( tangents[ 0 ], normal ).normalize();
 
		 normals[ 0 ].crossVectors( tangents[ 0 ], vec );
		 binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
 
	 }
 
 
	 // compute the slowly-varying normal and binormal vectors for each segment on the path
 
	 for ( i = 1; i < numpoints; i ++ ) {
 
		 normals[ i ] = normals[ i - 1 ].clone();
 
		 binormals[ i ] = binormals[ i - 1 ].clone();
 
		 vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
 
		 if ( vec.length() > Number.EPSILON ) {
 
			 vec.normalize();
 
			 theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
 
			 normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
 
		 }
 
		 binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
 
	 }
 
 
	 // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
 
	 if ( closed ) {
 
		 theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) );
		 theta /= ( numpoints - 1 );
 
		 if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) {
 
			 theta = - theta;
 
		 }
 
		 for ( i = 1; i < numpoints; i ++ ) {
 
			 // twist a little...
			 normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
			 binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
 
		 }
 
	 }
 
 };
 
 // File:src/extras/geometries/PolyhedronGeometry.js
 
 /**
	* @author clockworkgeek / https://github.com/clockworkgeek
	* @author timothypratley / https://github.com/timothypratley
	* @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'PolyhedronGeometry';
 
	 this.parameters = {
		 vertices: vertices,
		 indices: indices,
		 radius: radius,
		 detail: detail
	 };
 
	 radius = radius || 1;
	 detail = detail || 0;
 
	 var that = this;
 
	 for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
 
		 prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
 
	 }
 
	 var p = this.vertices;
 
	 var faces = [];
 
	 for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
 
		 var v1 = p[ indices[ i ] ];
		 var v2 = p[ indices[ i + 1 ] ];
		 var v3 = p[ indices[ i + 2 ] ];
 
		 faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, j );
 
	 }
 
	 var centroid = new THREE.Vector3();
 
	 for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
		 subdivide( faces[ i ], detail );
 
	 }
 
 
	 // Handle case when face straddles the seam
 
	 for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
 
		 var uvs = this.faceVertexUvs[ 0 ][ i ];
 
		 var x0 = uvs[ 0 ].x;
		 var x1 = uvs[ 1 ].x;
		 var x2 = uvs[ 2 ].x;
 
		 var max = Math.max( x0, x1, x2 );
		 var min = Math.min( x0, x1, x2 );
 
		 if ( max > 0.9 && min < 0.1 ) {
 
			 // 0.9 is somewhat arbitrary
 
			 if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
			 if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
			 if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
 
		 }
 
	 }
 
 
	 // Apply radius
 
	 for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
 
		 this.vertices[ i ].multiplyScalar( radius );
 
	 }
 
 
	 // Merge vertices
 
	 this.mergeVertices();
 
	 this.computeFaceNormals();
 
	 this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
 
 
	 // Project vector onto sphere's surface
 
	 function prepare( vector ) {
 
		 var vertex = vector.normalize().clone();
		 vertex.index = that.vertices.push( vertex ) - 1;
 
		 // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
 
		 var u = azimuth( vector ) / 2 / Math.PI + 0.5;
		 var v = inclination( vector ) / Math.PI + 0.5;
		 vertex.uv = new THREE.Vector2( u, 1 - v );
 
		 return vertex;
 
	 }
 
 
	 // Approximate a curved face with recursively sub-divided triangles.
 
	 function make( v1, v2, v3, materialIndex ) {
 
		 var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, materialIndex );
		 that.faces.push( face );
 
		 centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
 
		 var azi = azimuth( centroid );
 
		 that.faceVertexUvs[ 0 ].push( [
			 correctUV( v1.uv, v1, azi ),
			 correctUV( v2.uv, v2, azi ),
			 correctUV( v3.uv, v3, azi )
		 ] );
 
	 }
 
 
	 // Analytically subdivide a face to the required detail level.
 
	 function subdivide( face, detail ) {
 
		 var cols = Math.pow( 2, detail );
		 var a = prepare( that.vertices[ face.a ] );
		 var b = prepare( that.vertices[ face.b ] );
		 var c = prepare( that.vertices[ face.c ] );
		 var v = [];
 
		 var materialIndex = face.materialIndex;
 
		 // Construct all of the vertices for this subdivision.
 
		 for ( var i = 0 ; i <= cols; i ++ ) {
 
			 v[ i ] = [];
 
			 var aj = prepare( a.clone().lerp( c, i / cols ) );
			 var bj = prepare( b.clone().lerp( c, i / cols ) );
			 var rows = cols - i;
 
			 for ( var j = 0; j <= rows; j ++ ) {
 
				 if ( j === 0 && i === cols ) {
 
					 v[ i ][ j ] = aj;
 
				 } else {
 
					 v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
 
				 }
 
			 }
 
		 }
 
		 // Construct all of the faces.
 
		 for ( var i = 0; i < cols ; i ++ ) {
 
			 for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
 
				 var k = Math.floor( j / 2 );
 
				 if ( j % 2 === 0 ) {
 
					 make(
						 v[ i ][ k + 1 ],
						 v[ i + 1 ][ k ],
						 v[ i ][ k ],
						 materialIndex
					 );
 
				 } else {
 
					 make(
						 v[ i ][ k + 1 ],
						 v[ i + 1 ][ k + 1 ],
						 v[ i + 1 ][ k ],
						 materialIndex
					 );
 
				 }
 
			 }
 
		 }
 
	 }
 
 
	 // Angle around the Y axis, counter-clockwise when looking from above.
 
	 function azimuth( vector ) {
 
		 return Math.atan2( vector.z, - vector.x );
 
	 }
 
 
	 // Angle above the XZ plane.
 
	 function inclination( vector ) {
 
		 return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
 
	 }
 
 
	 // Texture fixing helper. Spheres have some odd behaviours.
 
	 function correctUV( uv, vector, azimuth ) {
 
		 if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
		 if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
		 return uv.clone();
 
	 }
 
 
 };
 
 THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
 
 THREE.PolyhedronGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.PolyhedronGeometry(
		 parameters.vertices,
		 parameters.indices,
		 parameters.radius,
		 parameters.detail
	 );
 
 };
 
 // File:src/extras/geometries/DodecahedronGeometry.js
 
 /**
	* @author Abe Pazos / https://hamoid.com
	*/
 
 THREE.DodecahedronGeometry = function ( radius, detail ) {
 
	 var t = ( 1 + Math.sqrt( 5 ) ) / 2;
	 var r = 1 / t;
 
	 var vertices = [
 
		 // (±1, ±1, ±1)
		 - 1, - 1, - 1,    - 1, - 1,  1,
		 - 1,  1, - 1,    - 1,  1,  1,
			1, - 1, - 1,     1, - 1,  1,
			1,  1, - 1,     1,  1,  1,
 
		 // (0, ±1/φ, ±φ)
			0, - r, - t,     0, - r,  t,
			0,  r, - t,     0,  r,  t,
 
		 // (±1/φ, ±φ, 0)
		 - r, - t,  0,    - r,  t,  0,
			r, - t,  0,     r,  t,  0,
 
		 // (±φ, 0, ±1/φ)
		 - t,  0, - r,     t,  0, - r,
		 - t,  0,  r,     t,  0,  r
	 ];
 
	 var indices = [
			3, 11,  7,      3,  7, 15,      3, 15, 13,
			7, 19, 17,      7, 17,  6,      7,  6, 15,
		 17,  4,  8,     17,  8, 10,     17, 10,  6,
			8,  0, 16,      8, 16,  2,      8,  2, 10,
			0, 12,  1,      0,  1, 18,      0, 18, 16,
			6, 10,  2,      6,  2, 13,      6, 13, 15,
			2, 16, 18,      2, 18,  3,      2,  3, 13,
		 18,  1,  9,     18,  9, 11,     18, 11,  3,
			4, 14, 12,      4, 12,  0,      4,  0,  8,
		 11,  9,  5,     11,  5, 19,     11, 19,  7,
		 19,  5, 14,     19, 14,  4,     19,  4, 17,
			1, 12, 14,      1, 14,  5,      1,  5,  9
	 ];
 
	 THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
 
	 this.type = 'DodecahedronGeometry';
 
	 this.parameters = {
		 radius: radius,
		 detail: detail
	 };
 
 };
 
 THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
 THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
 
 THREE.DodecahedronGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.DodecahedronGeometry(
		 parameters.radius,
		 parameters.detail
	 );
 
 };
 
 // File:src/extras/geometries/IcosahedronGeometry.js
 
 /**
	* @author timothypratley / https://github.com/timothypratley
	*/
 
 THREE.IcosahedronGeometry = function ( radius, detail ) {
 
	 var t = ( 1 + Math.sqrt( 5 ) ) / 2;
 
	 var vertices = [
		 - 1,  t,  0,    1,  t,  0,   - 1, - t,  0,    1, - t,  0,
			0, - 1,  t,    0,  1,  t,    0, - 1, - t,    0,  1, - t,
			t,  0, - 1,    t,  0,  1,   - t,  0, - 1,   - t,  0,  1
	 ];
 
	 var indices = [
			0, 11,  5,    0,  5,  1,    0,  1,  7,    0,  7, 10,    0, 10, 11,
			1,  5,  9,    5, 11,  4,   11, 10,  2,   10,  7,  6,    7,  1,  8,
			3,  9,  4,    3,  4,  2,    3,  2,  6,    3,  6,  8,    3,  8,  9,
			4,  9,  5,    2,  4, 11,    6,  2, 10,    8,  6,  7,    9,  8,  1
	 ];
 
	 THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
 
	 this.type = 'IcosahedronGeometry';
 
	 this.parameters = {
		 radius: radius,
		 detail: detail
	 };
 
 };
 
 THREE.IcosahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
 THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
 
 THREE.IcosahedronGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.IcosahedronGeometry(
		 parameters.radius,
		 parameters.detail
	 );
 
 };
 
 // File:src/extras/geometries/OctahedronGeometry.js
 
 /**
	* @author timothypratley / https://github.com/timothypratley
	*/
 
 THREE.OctahedronGeometry = function ( radius, detail ) {
 
	 var vertices = [
		 1, 0, 0,   - 1, 0, 0,    0, 1, 0,    0, - 1, 0,    0, 0, 1,    0, 0, - 1
	 ];
 
	 var indices = [
		 0, 2, 4,    0, 4, 3,    0, 3, 5,    0, 5, 2,    1, 2, 5,    1, 5, 3,    1, 3, 4,    1, 4, 2
	 ];
 
	 THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
 
	 this.type = 'OctahedronGeometry';
 
	 this.parameters = {
		 radius: radius,
		 detail: detail
	 };
 
 };
 
 THREE.OctahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
 THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
 
 THREE.OctahedronGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.OctahedronGeometry(
		 parameters.radius,
		 parameters.detail
	 );
 
 };
 
 // File:src/extras/geometries/TetrahedronGeometry.js
 
 /**
	* @author timothypratley / https://github.com/timothypratley
	*/
 
 THREE.TetrahedronGeometry = function ( radius, detail ) {
 
	 var vertices = [
			1,  1,  1,   - 1, - 1,  1,   - 1,  1, - 1,    1, - 1, - 1
	 ];
 
	 var indices = [
			2,  1,  0,    0,  3,  2,    1,  3,  0,    2,  3,  1
	 ];
 
	 THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
 
	 this.type = 'TetrahedronGeometry';
 
	 this.parameters = {
		 radius: radius,
		 detail: detail
	 };
 
 };
 
 THREE.TetrahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
 THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
 
 THREE.TetrahedronGeometry.prototype.clone = function () {
 
	 var parameters = this.parameters;
 
	 return new THREE.TetrahedronGeometry(
		 parameters.radius,
		 parameters.detail
	 );
 
 };
 
 // File:src/extras/geometries/ParametricGeometry.js
 
 /**
	* @author zz85 / https://github.com/zz85
	* Parametric Surfaces Geometry
	* based on the brilliant article by @prideout http://prideout.net/blog/?p=44
	*
	* new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
	*
	*/
 
 THREE.ParametricGeometry = function ( func, slices, stacks ) {
 
	 THREE.Geometry.call( this );
 
	 this.type = 'ParametricGeometry';
 
	 this.parameters = {
		 func: func,
		 slices: slices,
		 stacks: stacks
	 };
 
	 var verts = this.vertices;
	 var faces = this.faces;
	 var uvs = this.faceVertexUvs[ 0 ];
 
	 var i, j, p;
	 var u, v;
 
	 var sliceCount = slices + 1;
 
	 for ( i = 0; i <= stacks; i ++ ) {
 
		 v = i / stacks;
 
		 for ( j = 0; j <= slices; j ++ ) {
 
			 u = j / slices;
 
			 p = func( u, v );
			 verts.push( p );
 
		 }
 
	 }
 
	 var a, b, c, d;
	 var uva, uvb, uvc, uvd;
 
	 for ( i = 0; i < stacks; i ++ ) {
 
		 for ( j = 0; j < slices; j ++ ) {
 
			 a = i * sliceCount + j;
			 b = i * sliceCount + j + 1;
			 c = ( i + 1 ) * sliceCount + j + 1;
			 d = ( i + 1 ) * sliceCount + j;
 
			 uva = new THREE.Vector2( j / slices, i / stacks );
			 uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
			 uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
			 uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
 
			 faces.push( new THREE.Face3( a, b, d ) );
			 uvs.push( [ uva, uvb, uvd ] );
 
			 faces.push( new THREE.Face3( b, c, d ) );
			 uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
 
		 }
 
	 }
 
	 // console.log(this);
 
	 // magic bullet
	 // var diff = this.mergeVertices();
	 // console.log('removed ', diff, ' vertices by merging');
 
	 this.computeFaceNormals();
	 this.computeVertexNormals();
 
 };
 
 THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
 THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
 
 // File:src/extras/geometries/WireframeGeometry.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.WireframeGeometry = function ( geometry ) {
 
	 THREE.BufferGeometry.call( this );
 
	 var edge = [ 0, 0 ], hash = {};
 
	 function sortFunction( a, b ) {
 
		 return a - b;
 
	 }
 
	 var keys = [ 'a', 'b', 'c' ];
 
	 if ( geometry instanceof THREE.Geometry ) {
 
		 var vertices = geometry.vertices;
		 var faces = geometry.faces;
		 var numEdges = 0;
 
		 // allocate maximal size
		 var edges = new Uint32Array( 6 * faces.length );
 
		 for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
			 var face = faces[ i ];
 
			 for ( var j = 0; j < 3; j ++ ) {
 
				 edge[ 0 ] = face[ keys[ j ] ];
				 edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
				 edge.sort( sortFunction );
 
				 var key = edge.toString();
 
				 if ( hash[ key ] === undefined ) {
 
					 edges[ 2 * numEdges ] = edge[ 0 ];
					 edges[ 2 * numEdges + 1 ] = edge[ 1 ];
					 hash[ key ] = true;
					 numEdges ++;
 
				 }
 
			 }
 
		 }
 
		 var coords = new Float32Array( numEdges * 2 * 3 );
 
		 for ( var i = 0, l = numEdges; i < l; i ++ ) {
 
			 for ( var j = 0; j < 2; j ++ ) {
 
				 var vertex = vertices[ edges [ 2 * i + j ] ];
 
				 var index = 6 * i + 3 * j;
				 coords[ index + 0 ] = vertex.x;
				 coords[ index + 1 ] = vertex.y;
				 coords[ index + 2 ] = vertex.z;
 
			 }
 
		 }
 
		 this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
 
	 } else if ( geometry instanceof THREE.BufferGeometry ) {
 
		 if ( geometry.index !== null ) {
 
			 // Indexed BufferGeometry
 
			 var indices = geometry.index.array;
			 var vertices = geometry.attributes.position;
			 var drawcalls = geometry.drawcalls;
			 var numEdges = 0;
 
			 if ( drawcalls.length === 0 ) {
 
				 geometry.addGroup( 0, indices.length );
 
			 }
 
			 // allocate maximal size
			 var edges = new Uint32Array( 2 * indices.length );
 
			 for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
 
				 var drawcall = drawcalls[ o ];
 
				 var start = drawcall.start;
				 var count = drawcall.count;
 
				 for ( var i = start, il = start + count; i < il; i += 3 ) {
 
					 for ( var j = 0; j < 3; j ++ ) {
 
						 edge[ 0 ] = indices[ i + j ];
						 edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ];
						 edge.sort( sortFunction );
 
						 var key = edge.toString();
 
						 if ( hash[ key ] === undefined ) {
 
							 edges[ 2 * numEdges ] = edge[ 0 ];
							 edges[ 2 * numEdges + 1 ] = edge[ 1 ];
							 hash[ key ] = true;
							 numEdges ++;
 
						 }
 
					 }
 
				 }
 
			 }
 
			 var coords = new Float32Array( numEdges * 2 * 3 );
 
			 for ( var i = 0, l = numEdges; i < l; i ++ ) {
 
				 for ( var j = 0; j < 2; j ++ ) {
 
					 var index = 6 * i + 3 * j;
					 var index2 = edges[ 2 * i + j ];
 
					 coords[ index + 0 ] = vertices.getX( index2 );
					 coords[ index + 1 ] = vertices.getY( index2 );
					 coords[ index + 2 ] = vertices.getZ( index2 );
 
				 }
 
			 }
 
			 this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
 
		 } else {
 
			 // non-indexed BufferGeometry
 
			 var vertices = geometry.attributes.position.array;
			 var numEdges = vertices.length / 3;
			 var numTris = numEdges / 3;
 
			 var coords = new Float32Array( numEdges * 2 * 3 );
 
			 for ( var i = 0, l = numTris; i < l; i ++ ) {
 
				 for ( var j = 0; j < 3; j ++ ) {
 
					 var index = 18 * i + 6 * j;
 
					 var index1 = 9 * i + 3 * j;
					 coords[ index + 0 ] = vertices[ index1 ];
					 coords[ index + 1 ] = vertices[ index1 + 1 ];
					 coords[ index + 2 ] = vertices[ index1 + 2 ];
 
					 var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
					 coords[ index + 3 ] = vertices[ index2 ];
					 coords[ index + 4 ] = vertices[ index2 + 1 ];
					 coords[ index + 5 ] = vertices[ index2 + 2 ];
 
				 }
 
			 }
 
			 this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
 
		 }
 
	 }
 
 };
 
 THREE.WireframeGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
 THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry;
 
 // File:src/extras/helpers/AxisHelper.js
 
 /**
	* @author sroucheray / http://sroucheray.org/
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.AxisHelper = function ( size ) {
 
	 size = size || 1;
 
	 var vertices = new Float32Array( [
		 0, 0, 0,  size, 0, 0,
		 0, 0, 0,  0, size, 0,
		 0, 0, 0,  0, 0, size
	 ] );
 
	 var colors = new Float32Array( [
		 1, 0, 0,  1, 0.6, 0,
		 0, 1, 0,  0.6, 1, 0,
		 0, 0, 1,  0, 0.6, 1
	 ] );
 
	 var geometry = new THREE.BufferGeometry();
	 geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
	 geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
 
	 var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
 
	 THREE.LineSegments.call( this, geometry, material );
 
 };
 
 THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
 
 // File:src/extras/helpers/ArrowHelper.js
 
 /**
	* @author WestLangley / http://github.com/WestLangley
	* @author zz85 / http://github.com/zz85
	* @author bhouston / http://clara.io
	*
	* Creates an arrow for visualizing directions
	*
	* Parameters:
	*  dir - Vector3
	*  origin - Vector3
	*  length - Number
	*  color - color in hex value
	*  headLength - Number
	*  headWidth - Number
	*/
 
 THREE.ArrowHelper = ( function () {
 
	 var lineGeometry = new THREE.Geometry();
	 lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
 
	 var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
	 coneGeometry.translate( 0, - 0.5, 0 );
 
	 return function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
 
		 // dir is assumed to be normalized
 
		 THREE.Object3D.call( this );
 
		 if ( color === undefined ) color = 0xffff00;
		 if ( length === undefined ) length = 1;
		 if ( headLength === undefined ) headLength = 0.2 * length;
		 if ( headWidth === undefined ) headWidth = 0.2 * headLength;
 
		 this.position.copy( origin );
		 
		 if ( headLength < length ) {
			 this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
			 this.line.matrixAutoUpdate = false;
			 this.add( this.line );
		 }
 
		 this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
		 this.cone.matrixAutoUpdate = false;
		 this.add( this.cone );
 
		 this.setDirection( dir );
		 this.setLength( length, headLength, headWidth );
 
	 }
 
 }() );
 
 THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
 THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper;
 
 THREE.ArrowHelper.prototype.setDirection = ( function () {
 
	 var axis = new THREE.Vector3();
	 var radians;
 
	 return function setDirection( dir ) {
 
		 // dir is assumed to be normalized
 
		 if ( dir.y > 0.99999 ) {
 
			 this.quaternion.set( 0, 0, 0, 1 );
 
		 } else if ( dir.y < - 0.99999 ) {
 
			 this.quaternion.set( 1, 0, 0, 0 );
 
		 } else {
 
			 axis.set( dir.z, 0, - dir.x ).normalize();
 
			 radians = Math.acos( dir.y );
 
			 this.quaternion.setFromAxisAngle( axis, radians );
 
		 }
 
	 };
 
 }() );
 
 THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
 
	 if ( headLength === undefined ) headLength = 0.2 * length;
	 if ( headWidth === undefined ) headWidth = 0.2 * headLength;
 
	 if ( headLength < length ){
		 this.line.scale.set( 1, length - headLength, 1 );
		 this.line.updateMatrix();
	 }
 
	 this.cone.scale.set( headWidth, headLength, headWidth );
	 this.cone.position.y = length;
	 this.cone.updateMatrix();
 
 };
 
 THREE.ArrowHelper.prototype.setColor = function ( color ) {
 
	 if ( this.line !== undefined ) this.line.material.color.set( color );
	 this.cone.material.color.set( color );
 
 };
 
 // File:src/extras/helpers/BoxHelper.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.BoxHelper = function ( object ) {
 
	 var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
	 var positions = new Float32Array( 8 * 3 );
 
	 var geometry = new THREE.BufferGeometry();
	 geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
	 geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
 
	 THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
 
	 if ( object !== undefined ) {
 
		 this.update( object );
 
	 }
 
 };
 
 THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
 
 THREE.BoxHelper.prototype.update = ( function () {
 
	 var box = new THREE.Box3();
 
	 return function ( object ) {
 
		 box.setFromObject( object );
 
		 if ( box.empty() ) return;
 
		 var min = box.min;
		 var max = box.max;
 
		 /*
			 5____4
		 1/___0/|
		 | 6__|_7
		 2/___3/
 
		 0: max.x, max.y, max.z
		 1: min.x, max.y, max.z
		 2: min.x, min.y, max.z
		 3: max.x, min.y, max.z
		 4: max.x, max.y, min.z
		 5: min.x, max.y, min.z
		 6: min.x, min.y, min.z
		 7: max.x, min.y, min.z
		 */
 
		 var position = this.geometry.attributes.position;
		 var array = position.array;
 
		 array[  0 ] = max.x; array[  1 ] = max.y; array[  2 ] = max.z;
		 array[  3 ] = min.x; array[  4 ] = max.y; array[  5 ] = max.z;
		 array[  6 ] = min.x; array[  7 ] = min.y; array[  8 ] = max.z;
		 array[  9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
		 array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
		 array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
		 array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
		 array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
 
		 position.needsUpdate = true;
 
		 this.geometry.computeBoundingSphere();
 
	 }
 
 } )();
 
 // File:src/extras/helpers/BoundingBoxHelper.js
 
 /**
	* @author WestLangley / http://github.com/WestLangley
	*/
 
 // a helper to show the world-axis-aligned bounding box for an object
 
 THREE.BoundingBoxHelper = function ( object, hex ) {
 
	 var color = ( hex !== undefined ) ? hex : 0x888888;
 
	 this.object = object;
 
	 this.box = new THREE.Box3();
 
	 THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
 
 };
 
 THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
 THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
 
 THREE.BoundingBoxHelper.prototype.update = function () {
 
	 this.box.setFromObject( this.object );
 
	 this.box.size( this.scale );
 
	 this.box.center( this.position );
 
 };
 
 // File:src/extras/helpers/CameraHelper.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*
	*	- shows frustum, line of sight and up of the camera
	*	- suitable for fast updates
	* 	- based on frustum visualization in lightgl.js shadowmap example
	*		http://evanw.github.com/lightgl.js/tests/shadowmap.html
	*/
 
 THREE.CameraHelper = function ( camera ) {
 
	 var geometry = new THREE.Geometry();
	 var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
 
	 var pointMap = {};
 
	 // colors
 
	 var hexFrustum = 0xffaa00;
	 var hexCone = 0xff0000;
	 var hexUp = 0x00aaff;
	 var hexTarget = 0xffffff;
	 var hexCross = 0x333333;
 
	 // near
 
	 addLine( "n1", "n2", hexFrustum );
	 addLine( "n2", "n4", hexFrustum );
	 addLine( "n4", "n3", hexFrustum );
	 addLine( "n3", "n1", hexFrustum );
 
	 // far
 
	 addLine( "f1", "f2", hexFrustum );
	 addLine( "f2", "f4", hexFrustum );
	 addLine( "f4", "f3", hexFrustum );
	 addLine( "f3", "f1", hexFrustum );
 
	 // sides
 
	 addLine( "n1", "f1", hexFrustum );
	 addLine( "n2", "f2", hexFrustum );
	 addLine( "n3", "f3", hexFrustum );
	 addLine( "n4", "f4", hexFrustum );
 
	 // cone
 
	 addLine( "p", "n1", hexCone );
	 addLine( "p", "n2", hexCone );
	 addLine( "p", "n3", hexCone );
	 addLine( "p", "n4", hexCone );
 
	 // up
 
	 addLine( "u1", "u2", hexUp );
	 addLine( "u2", "u3", hexUp );
	 addLine( "u3", "u1", hexUp );
 
	 // target
 
	 addLine( "c", "t", hexTarget );
	 addLine( "p", "c", hexCross );
 
	 // cross
 
	 addLine( "cn1", "cn2", hexCross );
	 addLine( "cn3", "cn4", hexCross );
 
	 addLine( "cf1", "cf2", hexCross );
	 addLine( "cf3", "cf4", hexCross );
 
	 function addLine( a, b, hex ) {
 
		 addPoint( a, hex );
		 addPoint( b, hex );
 
	 }
 
	 function addPoint( id, hex ) {
 
		 geometry.vertices.push( new THREE.Vector3() );
		 geometry.colors.push( new THREE.Color( hex ) );
 
		 if ( pointMap[ id ] === undefined ) {
 
			 pointMap[ id ] = [];
 
		 }
 
		 pointMap[ id ].push( geometry.vertices.length - 1 );
 
	 }
 
	 THREE.LineSegments.call( this, geometry, material );
 
	 this.camera = camera;
	 this.camera.updateProjectionMatrix();
 
	 this.matrix = camera.matrixWorld;
	 this.matrixAutoUpdate = false;
 
	 this.pointMap = pointMap;
 
	 this.update();
 
 };
 
 THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
 
 THREE.CameraHelper.prototype.update = function () {
 
	 var geometry, pointMap;
 
	 var vector = new THREE.Vector3();
	 var camera = new THREE.Camera();
 
	 function setPoint( point, x, y, z ) {
 
		 vector.set( x, y, z ).unproject( camera );
 
		 var points = pointMap[ point ];
 
		 if ( points !== undefined ) {
 
			 for ( var i = 0, il = points.length; i < il; i ++ ) {
 
				 geometry.vertices[ points[ i ] ].copy( vector );
 
			 }
 
		 }
 
	 }
 
	 return function () {
 
		 geometry = this.geometry;
		 pointMap = this.pointMap;
 
		 var w = 1, h = 1;
 
		 // we need just camera projection matrix
		 // world matrix must be identity
 
		 camera.projectionMatrix.copy( this.camera.projectionMatrix );
 
		 // center / target
 
		 setPoint( "c", 0, 0, - 1 );
		 setPoint( "t", 0, 0,  1 );
 
		 // near
 
		 setPoint( "n1", - w, - h, - 1 );
		 setPoint( "n2",   w, - h, - 1 );
		 setPoint( "n3", - w,   h, - 1 );
		 setPoint( "n4",   w,   h, - 1 );
 
		 // far
 
		 setPoint( "f1", - w, - h, 1 );
		 setPoint( "f2",   w, - h, 1 );
		 setPoint( "f3", - w,   h, 1 );
		 setPoint( "f4",   w,   h, 1 );
 
		 // up
 
		 setPoint( "u1",   w * 0.7, h * 1.1, - 1 );
		 setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
		 setPoint( "u3",         0, h * 2,   - 1 );
 
		 // cross
 
		 setPoint( "cf1", - w,   0, 1 );
		 setPoint( "cf2",   w,   0, 1 );
		 setPoint( "cf3",   0, - h, 1 );
		 setPoint( "cf4",   0,   h, 1 );
 
		 setPoint( "cn1", - w,   0, - 1 );
		 setPoint( "cn2",   w,   0, - 1 );
		 setPoint( "cn3",   0, - h, - 1 );
		 setPoint( "cn4",   0,   h, - 1 );
 
		 geometry.verticesNeedUpdate = true;
 
	 };
 
 }();
 
 // File:src/extras/helpers/DirectionalLightHelper.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	* @author WestLangley / http://github.com/WestLangley
	*/
 
 THREE.DirectionalLightHelper = function ( light, size ) {
 
	 THREE.Object3D.call( this );
 
	 this.light = light;
	 this.light.updateMatrixWorld();
 
	 this.matrix = light.matrixWorld;
	 this.matrixAutoUpdate = false;
 
	 size = size || 1;
 
	 var geometry = new THREE.Geometry();
	 geometry.vertices.push(
		 new THREE.Vector3( - size,   size, 0 ),
		 new THREE.Vector3(   size,   size, 0 ),
		 new THREE.Vector3(   size, - size, 0 ),
		 new THREE.Vector3( - size, - size, 0 ),
		 new THREE.Vector3( - size,   size, 0 )
	 );
 
	 var material = new THREE.LineBasicMaterial( { fog: false } );
	 material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
	 this.lightPlane = new THREE.Line( geometry, material );
	 this.add( this.lightPlane );
 
	 geometry = new THREE.Geometry();
	 geometry.vertices.push(
		 new THREE.Vector3(),
		 new THREE.Vector3()
	 );
 
	 material = new THREE.LineBasicMaterial( { fog: false } );
	 material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
	 this.targetLine = new THREE.Line( geometry, material );
	 this.add( this.targetLine );
 
	 this.update();
 
 };
 
 THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
 THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
 
 THREE.DirectionalLightHelper.prototype.dispose = function () {
 
	 this.lightPlane.geometry.dispose();
	 this.lightPlane.material.dispose();
	 this.targetLine.geometry.dispose();
	 this.targetLine.material.dispose();
 
 };
 
 THREE.DirectionalLightHelper.prototype.update = function () {
 
	 var v1 = new THREE.Vector3();
	 var v2 = new THREE.Vector3();
	 var v3 = new THREE.Vector3();
 
	 return function () {
 
		 v1.setFromMatrixPosition( this.light.matrixWorld );
		 v2.setFromMatrixPosition( this.light.target.matrixWorld );
		 v3.subVectors( v2, v1 );
 
		 this.lightPlane.lookAt( v3 );
		 this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
		 this.targetLine.geometry.vertices[ 1 ].copy( v3 );
		 this.targetLine.geometry.verticesNeedUpdate = true;
		 this.targetLine.material.color.copy( this.lightPlane.material.color );
 
	 };
 
 }();
 
 // File:src/extras/helpers/EdgesHelper.js
 
 /**
	* @author WestLangley / http://github.com/WestLangley
	* @param object THREE.Mesh whose geometry will be used
	* @param hex line color
	* @param thresholdAngle the minimum angle (in degrees),
	* between the face normals of adjacent faces,
	* that is required to render an edge. A value of 10 means
	* an edge is only rendered if the angle is at least 10 degrees.
	*/
 
 THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
 
	 var color = ( hex !== undefined ) ? hex : 0xffffff;
 
	 THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) );
 
	 this.matrix = object.matrixWorld;
	 this.matrixAutoUpdate = false;
 
 };
 
 THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
 
 // File:src/extras/helpers/FaceNormalsHelper.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
 
	 // FaceNormalsHelper only supports THREE.Geometry
 
	 this.object = object;
 
	 this.size = ( size !== undefined ) ? size : 1;
 
	 var color = ( hex !== undefined ) ? hex : 0xffff00;
 
	 var width = ( linewidth !== undefined ) ? linewidth : 1;
 
	 //
 
	 var nNormals = 0;
 
	 var objGeometry = this.object.geometry;
 
	 if ( objGeometry instanceof THREE.Geometry ) {
 
		 nNormals = objGeometry.faces.length;
 
	 } else {
 
		 console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
 
	 }
 
	 //
 
	 var geometry = new THREE.BufferGeometry();
 
	 var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
 
	 geometry.addAttribute( 'position', positions );
 
	 THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
 
	 //
 
	 this.matrixAutoUpdate = false;
	 this.update();
 
 };
 
 THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
 
 THREE.FaceNormalsHelper.prototype.update = ( function () {
 
	 var v1 = new THREE.Vector3();
	 var v2 = new THREE.Vector3();
	 var normalMatrix = new THREE.Matrix3();
 
	 return function update() {
 
		 this.object.updateMatrixWorld( true );
 
		 normalMatrix.getNormalMatrix( this.object.matrixWorld );
 
		 var matrixWorld = this.object.matrixWorld;
 
		 var position = this.geometry.attributes.position;
 
		 //
 
		 var objGeometry = this.object.geometry;
 
		 var vertices = objGeometry.vertices;
 
		 var faces = objGeometry.faces;
 
		 var idx = 0;
 
		 for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
			 var face = faces[ i ];
 
			 var normal = face.normal;
 
			 v1.copy( vertices[ face.a ] )
				 .add( vertices[ face.b ] )
				 .add( vertices[ face.c ] )
				 .divideScalar( 3 )
				 .applyMatrix4( matrixWorld );
 
			 v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
 
			 position.setXYZ( idx, v1.x, v1.y, v1.z );
 
			 idx = idx + 1;
 
			 position.setXYZ( idx, v2.x, v2.y, v2.z );
 
			 idx = idx + 1;
 
		 }
 
		 position.needsUpdate = true;
 
		 return this;
 
	 }
 
 }() );
 
 // File:src/extras/helpers/GridHelper.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.GridHelper = function ( size, step ) {
 
	 var geometry = new THREE.Geometry();
	 var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
 
	 this.color1 = new THREE.Color( 0x444444 );
	 this.color2 = new THREE.Color( 0x888888 );
 
	 for ( var i = - size; i <= size; i += step ) {
 
		 geometry.vertices.push(
			 new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
			 new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
		 );
 
		 var color = i === 0 ? this.color1 : this.color2;
 
		 geometry.colors.push( color, color, color, color );
 
	 }
 
	 THREE.LineSegments.call( this, geometry, material );
 
 };
 
 THREE.GridHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.GridHelper.prototype.constructor = THREE.GridHelper;
 
 THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
 
	 this.color1.set( colorCenterLine );
	 this.color2.set( colorGrid );
 
	 this.geometry.colorsNeedUpdate = true;
 
 };
 
 // File:src/extras/helpers/HemisphereLightHelper.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.HemisphereLightHelper = function ( light, sphereSize ) {
 
	 THREE.Object3D.call( this );
 
	 this.light = light;
	 this.light.updateMatrixWorld();
 
	 this.matrix = light.matrixWorld;
	 this.matrixAutoUpdate = false;
 
	 this.colors = [ new THREE.Color(), new THREE.Color() ];
 
	 var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
	 geometry.rotateX( - Math.PI / 2 );
 
	 for ( var i = 0, il = 8; i < il; i ++ ) {
 
		 geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
 
	 }
 
	 var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
 
	 this.lightSphere = new THREE.Mesh( geometry, material );
	 this.add( this.lightSphere );
 
	 this.update();
 
 };
 
 THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
 THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper;
 
 THREE.HemisphereLightHelper.prototype.dispose = function () {
 
	 this.lightSphere.geometry.dispose();
	 this.lightSphere.material.dispose();
 
 };
 
 THREE.HemisphereLightHelper.prototype.update = function () {
 
	 var vector = new THREE.Vector3();
 
	 return function () {
 
		 this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
		 this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
 
		 this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
		 this.lightSphere.geometry.colorsNeedUpdate = true;
 
	 }
 
 }();
 
 // File:src/extras/helpers/PointLightHelper.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.PointLightHelper = function ( light, sphereSize ) {
 
	 this.light = light;
	 this.light.updateMatrixWorld();
 
	 var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
	 var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
	 material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
	 THREE.Mesh.call( this, geometry, material );
 
	 this.matrix = this.light.matrixWorld;
	 this.matrixAutoUpdate = false;
 
	 /*
	 var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
	 var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
 
	 this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
	 this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
 
	 var d = light.distance;
 
	 if ( d === 0.0 ) {
 
		 this.lightDistance.visible = false;
 
	 } else {
 
		 this.lightDistance.scale.set( d, d, d );
 
	 }
 
	 this.add( this.lightDistance );
	 */
 
 };
 
 THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
 THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper;
 
 THREE.PointLightHelper.prototype.dispose = function () {
 
	 this.geometry.dispose();
	 this.material.dispose();
 
 };
 
 THREE.PointLightHelper.prototype.update = function () {
 
	 this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
	 /*
	 var d = this.light.distance;
 
	 if ( d === 0.0 ) {
 
		 this.lightDistance.visible = false;
 
	 } else {
 
		 this.lightDistance.visible = true;
		 this.lightDistance.scale.set( d, d, d );
 
	 }
	 */
 
 };
 
 // File:src/extras/helpers/SkeletonHelper.js
 
 /**
	* @author Sean Griffin / http://twitter.com/sgrif
	* @author Michael Guerrero / http://realitymeltdown.com
	* @author mrdoob / http://mrdoob.com/
	* @author ikerr / http://verold.com
	*/
 
 THREE.SkeletonHelper = function ( object ) {
 
	 this.bones = this.getBoneList( object );
 
	 var geometry = new THREE.Geometry();
 
	 for ( var i = 0; i < this.bones.length; i ++ ) {
 
		 var bone = this.bones[ i ];
 
		 if ( bone.parent instanceof THREE.Bone ) {
 
			 geometry.vertices.push( new THREE.Vector3() );
			 geometry.vertices.push( new THREE.Vector3() );
			 geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
			 geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
 
		 }
 
	 }
 
	 geometry.dynamic = true;
 
	 var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
 
	 THREE.LineSegments.call( this, geometry, material );
 
	 this.root = object;
 
	 this.matrix = object.matrixWorld;
	 this.matrixAutoUpdate = false;
 
	 this.update();
 
 };
 
 
 THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
 
 THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
 
	 var boneList = [];
 
	 if ( object instanceof THREE.Bone ) {
 
		 boneList.push( object );
 
	 }
 
	 for ( var i = 0; i < object.children.length; i ++ ) {
 
		 boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
 
	 }
 
	 return boneList;
 
 };
 
 THREE.SkeletonHelper.prototype.update = function () {
 
	 var geometry = this.geometry;
 
	 var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
 
	 var boneMatrix = new THREE.Matrix4();
 
	 var j = 0;
 
	 for ( var i = 0; i < this.bones.length; i ++ ) {
 
		 var bone = this.bones[ i ];
 
		 if ( bone.parent instanceof THREE.Bone ) {
 
			 boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
			 geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
 
			 boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
			 geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
 
			 j += 2;
 
		 }
 
	 }
 
	 geometry.verticesNeedUpdate = true;
 
	 geometry.computeBoundingSphere();
 
 };
 
 // File:src/extras/helpers/SpotLightHelper.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	* @author mrdoob / http://mrdoob.com/
	* @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.SpotLightHelper = function ( light ) {
 
	 THREE.Object3D.call( this );
 
	 this.light = light;
	 this.light.updateMatrixWorld();
 
	 this.matrix = light.matrixWorld;
	 this.matrixAutoUpdate = false;
 
	 var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
 
	 geometry.translate( 0, - 0.5, 0 );
	 geometry.rotateX( - Math.PI / 2 );
 
	 var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
 
	 this.cone = new THREE.Mesh( geometry, material );
	 this.add( this.cone );
 
	 this.update();
 
 };
 
 THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
 THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper;
 
 THREE.SpotLightHelper.prototype.dispose = function () {
 
	 this.cone.geometry.dispose();
	 this.cone.material.dispose();
 
 };
 
 THREE.SpotLightHelper.prototype.update = function () {
 
	 var vector = new THREE.Vector3();
	 var vector2 = new THREE.Vector3();
 
	 return function () {
 
		 var coneLength = this.light.distance ? this.light.distance : 10000;
		 var coneWidth = coneLength * Math.tan( this.light.angle );
 
		 this.cone.scale.set( coneWidth, coneWidth, coneLength );
 
		 vector.setFromMatrixPosition( this.light.matrixWorld );
		 vector2.setFromMatrixPosition( this.light.target.matrixWorld );
 
		 this.cone.lookAt( vector2.sub( vector ) );
 
		 this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
 
	 };
 
 }();
 
 // File:src/extras/helpers/VertexNormalsHelper.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	* @author WestLangley / http://github.com/WestLangley
 */
 
 THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
 
	 this.object = object;
 
	 this.size = ( size !== undefined ) ? size : 1;
 
	 var color = ( hex !== undefined ) ? hex : 0xff0000;
 
	 var width = ( linewidth !== undefined ) ? linewidth : 1;
 
	 //
 
	 var nNormals = 0;
 
	 var objGeometry = this.object.geometry;
 
	 if ( objGeometry instanceof THREE.Geometry ) {
 
		 nNormals = objGeometry.faces.length * 3;
 
	 } else if ( objGeometry instanceof THREE.BufferGeometry ) {
 
		 nNormals = objGeometry.attributes.normal.count
 
	 }
 
	 //
 
	 var geometry = new THREE.BufferGeometry();
 
	 var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
 
	 geometry.addAttribute( 'position', positions );
 
	 THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
 
	 //
 
	 this.matrixAutoUpdate = false;
 
	 this.update();
 
 };
 
 THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
 
 THREE.VertexNormalsHelper.prototype.update = ( function () {
 
	 var v1 = new THREE.Vector3();
	 var v2 = new THREE.Vector3();
	 var normalMatrix = new THREE.Matrix3();
 
	 return function update() {
 
		 var keys = [ 'a', 'b', 'c' ];
 
		 this.object.updateMatrixWorld( true );
 
		 normalMatrix.getNormalMatrix( this.object.matrixWorld );
 
		 var matrixWorld = this.object.matrixWorld;
 
		 var position = this.geometry.attributes.position;
 
		 //
 
		 var objGeometry = this.object.geometry;
 
		 if ( objGeometry instanceof THREE.Geometry ) {
 
			 var vertices = objGeometry.vertices;
 
			 var faces = objGeometry.faces;
 
			 var idx = 0;
 
			 for ( var i = 0, l = faces.length; i < l; i ++ ) {
 
				 var face = faces[ i ];
 
				 for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
 
					 var vertex = vertices[ face[ keys[ j ] ] ];
 
					 var normal = face.vertexNormals[ j ];
 
					 v1.copy( vertex ).applyMatrix4( matrixWorld );
 
					 v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
 
					 position.setXYZ( idx, v1.x, v1.y, v1.z );
 
					 idx = idx + 1;
 
					 position.setXYZ( idx, v2.x, v2.y, v2.z );
 
					 idx = idx + 1;
 
				 }
 
			 }
 
		 } else if ( objGeometry instanceof THREE.BufferGeometry ) {
 
			 var objPos = objGeometry.attributes.position;
 
			 var objNorm = objGeometry.attributes.normal;
 
			 var idx = 0;
 
			 // for simplicity, ignore index and drawcalls, and render every normal
 
			 for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
 
				 v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
 
				 v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
 
				 v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
 
				 position.setXYZ( idx, v1.x, v1.y, v1.z );
 
				 idx = idx + 1;
 
				 position.setXYZ( idx, v2.x, v2.y, v2.z );
 
				 idx = idx + 1;
 
			 }
 
		 }
 
		 position.needsUpdate = true;
 
		 return this;
 
	 }
 
 }() );
 
 // File:src/extras/helpers/WireframeHelper.js
 
 /**
	* @author mrdoob / http://mrdoob.com/
	*/
 
 THREE.WireframeHelper = function ( object, hex ) {
 
	 var color = ( hex !== undefined ) ? hex : 0xffffff;
 
	 THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) );
 
	 this.matrix = object.matrixWorld;
	 this.matrixAutoUpdate = false;
 
 };
 
 THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype );
 THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
 
 // File:src/extras/objects/ImmediateRenderObject.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.ImmediateRenderObject = function ( material ) {
 
	 THREE.Object3D.call( this );
 
	 this.material = material;
	 this.render = function ( renderCallback ) {};
 
 };
 
 THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
 THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
 
 // File:src/extras/objects/MorphBlendMesh.js
 
 /**
	* @author alteredq / http://alteredqualia.com/
	*/
 
 THREE.MorphBlendMesh = function( geometry, material ) {
 
	 THREE.Mesh.call( this, geometry, material );
 
	 this.animationsMap = {};
	 this.animationsList = [];
 
	 // prepare default animation
	 // (all frames played together in 1 second)
 
	 var numFrames = this.geometry.morphTargets.length;
 
	 var name = "__default";
 
	 var startFrame = 0;
	 var endFrame = numFrames - 1;
 
	 var fps = numFrames / 1;
 
	 this.createAnimation( name, startFrame, endFrame, fps );
	 this.setAnimationWeight( name, 1 );
 
 };
 
 THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
 THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh;
 
 THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
 
	 var animation = {
 
		 start: start,
		 end: end,
 
		 length: end - start + 1,
 
		 fps: fps,
		 duration: ( end - start ) / fps,
 
		 lastFrame: 0,
		 currentFrame: 0,
 
		 active: false,
 
		 time: 0,
		 direction: 1,
		 weight: 1,
 
		 directionBackwards: false,
		 mirroredLoop: false
 
	 };
 
	 this.animationsMap[ name ] = animation;
	 this.animationsList.push( animation );
 
 };
 
 THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
 
	 var pattern = /([a-z]+)_?(\d+)/;
 
	 var firstAnimation, frameRanges = {};
 
	 var geometry = this.geometry;
 
	 for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
 
		 var morph = geometry.morphTargets[ i ];
		 var chunks = morph.name.match( pattern );
 
		 if ( chunks && chunks.length > 1 ) {
 
			 var name = chunks[ 1 ];
 
			 if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
 
			 var range = frameRanges[ name ];
 
			 if ( i < range.start ) range.start = i;
			 if ( i > range.end ) range.end = i;
 
			 if ( ! firstAnimation ) firstAnimation = name;
 
		 }
 
	 }
 
	 for ( var name in frameRanges ) {
 
		 var range = frameRanges[ name ];
		 this.createAnimation( name, range.start, range.end, fps );
 
	 }
 
	 this.firstAnimation = firstAnimation;
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.direction = 1;
		 animation.directionBackwards = false;
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.direction = - 1;
		 animation.directionBackwards = true;
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.fps = fps;
		 animation.duration = ( animation.end - animation.start ) / animation.fps;
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.duration = duration;
		 animation.fps = ( animation.end - animation.start ) / animation.duration;
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.weight = weight;
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.time = time;
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
 
	 var time = 0;
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 time = animation.time;
 
	 }
 
	 return time;
 
 };
 
 THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
 
	 var duration = - 1;
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 duration = animation.duration;
 
	 }
 
	 return duration;
 
 };
 
 THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.time = 0;
		 animation.active = true;
 
	 } else {
 
		 console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
 
	 var animation = this.animationsMap[ name ];
 
	 if ( animation ) {
 
		 animation.active = false;
 
	 }
 
 };
 
 THREE.MorphBlendMesh.prototype.update = function ( delta ) {
 
	 for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
 
		 var animation = this.animationsList[ i ];
 
		 if ( ! animation.active ) continue;
 
		 var frameTime = animation.duration / animation.length;
 
		 animation.time += animation.direction * delta;
 
		 if ( animation.mirroredLoop ) {
 
			 if ( animation.time > animation.duration || animation.time < 0 ) {
 
				 animation.direction *= - 1;
 
				 if ( animation.time > animation.duration ) {
 
					 animation.time = animation.duration;
					 animation.directionBackwards = true;
 
				 }
 
				 if ( animation.time < 0 ) {
 
					 animation.time = 0;
					 animation.directionBackwards = false;
 
				 }
 
			 }
 
		 } else {
 
			 animation.time = animation.time % animation.duration;
 
			 if ( animation.time < 0 ) animation.time += animation.duration;
 
		 }
 
		 var keyframe = animation.start + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
		 var weight = animation.weight;
 
		 if ( keyframe !== animation.currentFrame ) {
 
			 this.morphTargetInfluences[ animation.lastFrame ] = 0;
			 this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
 
			 this.morphTargetInfluences[ keyframe ] = 0;
 
			 animation.lastFrame = animation.currentFrame;
			 animation.currentFrame = keyframe;
 
		 }
 
		 var mix = ( animation.time % frameTime ) / frameTime;
 
		 if ( animation.directionBackwards ) mix = 1 - mix;
 
		 if ( animation.currentFrame !== animation.lastFrame ) {
 
			 this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
			 this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
 
		 } else {
 
			 this.morphTargetInfluences[ animation.currentFrame ] = weight;
 
		 }
 
	 }
 
 };
 
 